To bypass the 10mb file limit, I'm storing custom models in a mod file. I'm also using the singleplayer units. Unless I have the campaign dependency on top of the dependency list, the dependency bug occurs and all custom data is messed up. My storage mod apparently also requires that it be on the top of the list, or none of the data shows up. Is there any way of changing things so that I can run my own mod + the campaign dependency?
Yeh, go to file - dependencies, in the window that pops up, click the "Add Other..." button. From there, you can select your saved mod files. You can also modify/remove dependencies. Hope that helps xD
Thanks for the response, though that's not the problem. I added my mod and the singleplayer dependencies to the list, but both require the top position to function. The mod has world of warcraft model files in it, but unless it has the top position on the list ( the same position the campaign dependency requires), none of the files will show up in the data editor/import window.
Most unlikely, if it was the save location, it wouldn't even appear in the list. I tested that part =P There is a known issue with the dependencies that won't allow anything below the top spot to work properly. Or the top 2 anyways? Oh well, I wish I could answer your question.. all I can say is I've have the same problem myself.
I have a similar problem too, but since I plan on reworking a HUGE amount of the files from scratch anyway for my mod, I realized I just might have an easier time starting from scratch, and only importing what I need for the mod one part at a time, saving me the trouble of even needed any other dependent files.
Really, unless I find a fix for it that actually works, this is the best option I could think of, for my mod at least.
Have your mod use both campaign dependencies. Then on your main map, do not including the campign ones, only your mod file, if done correclty, in theory, the camping dependencies will be included. This is how some users are getting past the 4 dependency limit.
Have your mod use both campaign dependencies. Then on your main map, do not including the campign ones, only your mod file, if done correclty, in theory, the camping dependencies will be included. This is how some users are getting past the 4 dependency limit.
How do you have your mod use the campaign dependencies?
Open the mod and hit dependencies, add standard, add the 2 dependencies hit ok
edit- never mind you cant hit ok with mods..emmm..errmm..no idea
edit- I made a small mod and added campagin dependencies, made a stalker that had a dark stalker model, saved. Then I tried to add the mod to another map, and it had all the imported units from my mod in orange text instead of black like normal. The models did not show up. I think thats because you need to add camp dependencies to the map also..
nv mnd, It was a model issue on my part...I used 4 dependencies. both campagin ones and multi (mod), and then my mod. i have not tried it w/o camp dependencies
To bypass the 10mb file limit, I'm storing custom models in a mod file. I'm also using the singleplayer units. Unless I have the campaign dependency on top of the dependency list, the dependency bug occurs and all custom data is messed up. My storage mod apparently also requires that it be on the top of the list, or none of the data shows up. Is there any way of changing things so that I can run my own mod + the campaign dependency?
@AmelieCL: Go
Yeh, go to file - dependencies, in the window that pops up, click the "Add Other..." button. From there, you can select your saved mod files. You can also modify/remove dependencies. Hope that helps xD
@Jones2412: Go
Thanks for the response, though that's not the problem. I added my mod and the singleplayer dependencies to the list, but both require the top position to function. The mod has world of warcraft model files in it, but unless it has the top position on the list ( the same position the campaign dependency requires), none of the files will show up in the data editor/import window.
@AmelieCL: Go
Hmm...maybe its a problem with the mods save location?
@Jones2412: Go
Most unlikely, if it was the save location, it wouldn't even appear in the list. I tested that part =P There is a known issue with the dependencies that won't allow anything below the top spot to work properly. Or the top 2 anyways? Oh well, I wish I could answer your question.. all I can say is I've have the same problem myself.
I have a similar problem too, but since I plan on reworking a HUGE amount of the files from scratch anyway for my mod, I realized I just might have an easier time starting from scratch, and only importing what I need for the mod one part at a time, saving me the trouble of even needed any other dependent files.
Really, unless I find a fix for it that actually works, this is the best option I could think of, for my mod at least.
wrong tab.
Don't you need to release your mod too to make it a dependency usable to publish maps?
I am bumping this cuz I want to make a mod for my campagin also.
Have your mod use both campaign dependencies. Then on your main map, do not including the campign ones, only your mod file, if done correclty, in theory, the camping dependencies will be included. This is how some users are getting past the 4 dependency limit.
How do you have your mod use the campaign dependencies?
Open the mod and hit dependencies, add standard, add the 2 dependencies hit ok
edit- never mind you cant hit ok with mods..emmm..errmm..no idea
edit- I made a small mod and added campagin dependencies, made a stalker that had a dark stalker model, saved. Then I tried to add the mod to another map, and it had all the imported units from my mod in orange text instead of black like normal. The models did not show up. I think thats because you need to add camp dependencies to the map also..
nv mnd, It was a model issue on my part...I used 4 dependencies. both campagin ones and multi (mod), and then my mod. i have not tried it w/o camp dependencies