Hehe it sounds so simple… but how can you create a mod without cooking a custom PrimalGameData?!
I mean, you cook a map, which references the PrimalGameData in WorldSettings, and from PrimalGameData you reference everything else that will cook into the game.
I’ve tried to use GenericMod’s PrimalGameData as well as the PrimalGameData in Blueprints folder… but nada!
I’ve tried removing the forceload TheIsland… the mod still appears as a map. Worse… without the forceload the mod doesn’t launch.
Still looking for a definitive answer on this.
In the meantime, going to try unsubscribing mods, deleting all local mod files, and re-subscribing… (UPDATE: makes no difference, re-subb’ing still puts it into the map section even with forceload blank)