I'm trying to clean up dependencies in my maps and I'm running into a peculiar problem.
It seems that even after I merge the XML data from two mod files and add the merged mod in my map, I can't remove the old mods which are now erroneous (since they've been merged.) Is there a way to flag a mod as "not in use?"
When I try to remove the erroneous dependencies, I get an error which states, "Dependencies cannot be removed because they define the following objects which are still being used: (gigantic list of objects)." The objects in question appear in the data editor but aren't being used for anything since they've been overwritten with the merged mod.
Do I have to go through every single object in the erroneous mod and make a minor change to bump it to the map's local dependency or is there an easier way??? ._.
Unfortunately this seems to make changing mods after a map is published extremely difficult, and in some circumstances impossible.
@BasharTeg: Go You can save as components. There is one file that saves your dependency list in a xml structure and you can easily remove/add what you need. Sorry, but I dont remember the name of the file right now, but I think it is one of the files with no extension.
Hmm... that seemed to work, technically. Unfortunately, that caused every asset in the map to disappear or turn into a curious white-grey-and-red sphere. xD
Note to self: In future maps, use only ONE non-blizzard mod at maximum
I'm trying to clean up dependencies in my maps and I'm running into a peculiar problem.
It seems that even after I merge the XML data from two mod files and add the merged mod in my map, I can't remove the old mods which are now erroneous (since they've been merged.) Is there a way to flag a mod as "not in use?"
When I try to remove the erroneous dependencies, I get an error which states, "Dependencies cannot be removed because they define the following objects which are still being used: (gigantic list of objects)." The objects in question appear in the data editor but aren't being used for anything since they've been overwritten with the merged mod.
Do I have to go through every single object in the erroneous mod and make a minor change to bump it to the map's local dependency or is there an easier way??? ._.
Unfortunately this seems to make changing mods after a map is published extremely difficult, and in some circumstances impossible.
@BasharTeg: Go You can save as components. There is one file that saves your dependency list in a xml structure and you can easily remove/add what you need. Sorry, but I dont remember the name of the file right now, but I think it is one of the files with no extension.
Hmm... that seemed to work, technically. Unfortunately, that caused every asset in the map to disappear or turn into a curious white-grey-and-red sphere. xD
Note to self: In future maps, use only ONE non-blizzard mod at maximum
Hmm I seem to have ruined my map with this... Same problem as OP, I'm not sure how to get rid of fake dependencies. Anyone have any suggestions?