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<Drive Letter>:\Steam\userdata\<Steam ID>\244030\local\addons\scenarios
If you don't you'll get the error message that the save failed because it can't find the .scn (scenario file) in the directory above.
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When you go to load the map you'll want to select CUSTOM: Return to Cydonia Mensae
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Once you're done making changes to the scenario in-game and you've hit the save button, you need to then copy the .scn (scenario file) back into your addon directory below.
<Drive Letter>:\Steam\userdata\<Steam ID>\244030\local\addonpacks\<Your Addon Folder>\scenarios
Then you can pack it back up and upload it to the workshop for updating.
Also make sure your addon or mod IS NOT enabled when you are packing or unpacking the files in-game. This might add an additional step to the process but if you don't you can end up with left over 'ghost' directories/files even though your addon/mod might appear to have packed up correctly.
So there is no way to open ADDON: <Scenario> and save changes... hmmm... Thanks
I posted this in 'Bug Report'... Will the proper EDITOR path to the unpacked addon eventually be updated? A 'search and replace' TKOM update patch would be nice, to restore the Editor's obvious limitation, and would be very easy for devs to create... just a suggestion... thanks for listening, and again for your help.
Jeff
I'm afraid not. The only time you'd need to make a scenario into a addon would be if you've included scripts for triggers or other actions. Scenarios are made through the editor and uploaded from the scenario menu. Addons/Mods and Scenarios are two seperate things and made completely different from one another. Hence the different file paths and how/where they are saved in the directories of the main game.
So it's not a workaround it's just how the game loads and reads the different files.