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PostPosted: Sat Oct 17, 2015 5:02 pm 
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Joined: Fri Oct 16, 2015 11:46 pm
Posts: 2
I keep getting a crash with this mod, and others, when loading hits 15%.
The log says this -
11:58:52: : loading calls in media/overlays/Halo mod/calls/cover_drop.call
11:58:52: : loading calls in media/overlays/Halo mod/calls/rubber_boat.call
11:58:52: : loading calls in media/overlays/Halo mod/calls/humvee.call
11:58:52: : loading calls in media/overlays/Halo mod/calls/tank.call
11:58:52: : loading calls in media/overlays/Halo mod/calls/tank_1.call
11:58:52: : loading calls in
11:58:52: : CHECK: calls or call element not found
11:58:52: : execution halted
11:58:52: : uninit comms

Similar log entries with all mods. Seems to have something to do with the calls. Just got the game, may be a simple fix. Thanks in advance.


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PostPosted: Sat Oct 17, 2015 6:16 pm 
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Joined: Wed Apr 15, 2015 12:44 am
Posts: 99
Location: One of two Melbournes.
I haven't tested yet, but the update that came out recently may have broken mods. Will look into it.


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PostPosted: Sat Oct 17, 2015 6:48 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
The reason is because the there was a new call added. Maybe 2 actually. At least that is my theory. Haven't tried my mod recently so will have to give it a try.


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PostPosted: Sun Oct 18, 2015 1:34 am 
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Joined: Wed Jun 10, 2015 5:28 pm
Posts: 30
It's true. The 1.2 Update crashed this mod and most if not every other mods out there. most of my the mods i have won't work either except for a few small mods. The mods have been completely trashed. I just hope every mod author comes back to give their mods a fix for v1.2

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PostPosted: Sun Oct 18, 2015 2:14 am 
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Joined: Fri Oct 16, 2015 11:46 pm
Posts: 2
Got an update, if you go into the mod's "all call" xml and delete "tank 2" it works. Go this and running with xcom working. Still can't get Mass Effect to work though. As a side note, awesome work and the mods guys!


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PostPosted: Sun Oct 18, 2015 4:40 am 
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Joined: Wed Apr 15, 2015 12:44 am
Posts: 99
Location: One of two Melbournes.
Thanks Kcin! That worked. Will be updating my mod page.


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PostPosted: Tue Oct 20, 2015 10:57 am 
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Joined: Wed Jun 10, 2015 5:28 pm
Posts: 30
thanks for the fix! fixed some mods from it. although some mods aren't really repairable. i just hope some of the mod authors come back and fix their mods for v1.2 like some of the mod authors.

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PostPosted: Sat Oct 24, 2015 2:35 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
I'm getting ready to release the new version either today or tomorrow. Still need to do a little more testing to see if campaign works with this though. So be patient pls. Also the call issue is that the Devs simplified the calls. Whilst getting rid of tank_1 and tank_2 call. So thanks kcin122 for posting that for everyone :)


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PostPosted: Sun Oct 25, 2015 2:42 pm 
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Joined: Wed Jun 10, 2015 5:28 pm
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nice! mind if i ask if you added new other things besides the rebels?

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PostPosted: Sun Oct 25, 2015 4:44 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
Well sadly not too much other content. Haven't had much time to work on it. But I have received some help and content from others that will be present in this :)


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