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Package Builder Listing resources not in use as dependencies

Pralinezz

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HI all, im having an issue while packaging a .vap : when prepping the package the builder puts in the Reference license report window two dependencies/resources i am 99.99% sure im not using, i opened said .vap (simply looked at it in notepad+) and found no mention of said dependencies/resources and i cant understand why they're listed atall.

One of these two is HauntingSuccubus eyes shadows which im certainly not using, i tried looking if maybe there were some textures of it loaded on the iris/sclera materials but no, the other is kemenate male bodyhair, which again, im not using since the only active hairstyle is not from it.

I like my packages to have as less dependencies as possible and while this is not a big problem, its annoying for me and for people that might want to download this (once its ready on the hub) to have to download two more dependencies thtat arent actually required as far as im aware, its more probable thats me messing up somethig rather than the package builder but i cant understand what im missing at the moment.
 
It's called dependency hell. It's all about how the var was packaged. Eg. If I create a model and add a lighting setup from another creator and export it, the lighting becomes a referenced dependency, if you were to use that character in anything then the light setup will become a referenced dependency be it you use it or not. What you can do is edit the .json file removing the unused references but you can mess things up like I always do nowadays😂. Or go through your morphs, clothing etc. and see where they what's linked to what.
 
It's called dependency hell. It's all about how the var was packaged. Eg. If I create a model and add a lighting setup from another creator and export it, the lighting becomes a referenced dependency, if you were to use that character in anything then the light setup will become a referenced dependency be it you use it or not. What you can do is edit the .json file removing the unused references but you can mess things up like I always do nowadays😂. Or go through your morphs, clothing etc. and see where they what's linked to what.
The thing is I'm not packaging a scene, it's just an appearance preset, a .vap and it's companion .jpeg and I took a look at the .vap and there's no mention of these ghost dependencies.

I also tried to just save the hair, skin and morph presets separetly and apply those to a whole new atom person in a whole new scene and the ghost dependencies still showed up in the package builder.
 
The thing is I'm not packaging a scene, it's just an appearance preset, a .vap and it's companion .jpeg and I took a look at the .vap and there's no mention of these ghost dependencies.

I also tried to just save the hair, skin and morph presets separetly and apply those to a whole new atom person in a whole new scene and the ghost dependencies still showed up in the package builder.
Can you send this vap to me?

Also, have you tried https://hub.virtamate.com/resources/dependencyviewer.42594/ or https://hub.virtamate.com/resources/var-inspector.42459/
 
An appearance preset saves clothes, hair, morphs, and skin textures. Any of those could have a dependency that links to a dependency, etc. etc. ad nauseam. Morphs and hair, in particular, can fool you. Apply that preset, then check each item to make sure it comes from the original creator, not some random scene that happens to call it. You have to check each one. Hover over the little cube (square?) next to the active item, and see where it comes from. The indentation structure in the json can also be a clue. You called that one thing, but it has several things nested under it. It's a mess.
 
An appearance preset saves clothes, hair, morphs, and skin textures. Any of those could have a dependency that links to a dependency, etc. etc. ad nauseam. Morphs and hair, in particular, can fool you. Apply that preset, then check each item to make sure it comes from the original creator, not some random scene that happens to call it. You have to check each one. Hover over the little cube (square?) next to the active item, and see where it comes from. The indentation structure in the json can also be a clue. You called that one thing, but it has several things nested under it. It's a mess.
I checked that the custom morphs hair and textures came from the primary source long ago its not a prolem of repackaged resources
 
SORRY everybody im a complete dimwit, it was indeed as Slimer said, those two were just subdependencies form ddaam's Jun which is infact more than just an hairstyle and using it reported those two, ill work around it, thanks for the help everybody.
 
Right. Jun calls the hairstyles from this pack. Just go to the source.
 
Since its license allows it I just tweaked it as desired in hairstyle creator and packed it directly in the .var
 
It's called dependency hell. It's all about how the var was packaged. Eg. If I create a model and add a lighting setup from another creator and export it, the lighting becomes a referenced dependency, if you were to use that character in anything then the light setup will become a referenced dependency be it you use it or not. What you can do is edit the .json file removing the unused references but you can mess things up like I always do nowadays😂. Or go through your morphs, clothing etc. and see where they what's linked to what.
I am going thru this exact nightmare right now.... there are references popping up that are a reference of a reference of another reference that I am pretty confident is supposed to have a PC license on it and I am not even using it in my scene.
 
Just as a reminder -- the only dependencies you need to worry about are the primary ones. They will appear in the first bracket in the meta.json. Secondary dependencies are not actually used in your scene, and are basically reference material in case someone wants to download a complete set of all of your dependencies in order to explore each of them individually.

That being said, keeping your dependency list clean by using only the original resources is always best and makes for a better user experience.
 
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