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Enabling and disabling mods doesn't consider dependencies of dependencies #458

@McAwesome123

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@McAwesome123

When enabling mods (e.g. RiskyTweaks for Risk of Rain 2), you get prompted to enable that mod's dependencies (e.g. RiskyFixes), but clicking Enable all only enables that specific mod and not any dependencies it has (e.g SneedHooks), misleading the user into expecting the mod would work when there are actually still missing dependencies.

The same issue occurs in reverse when disabling mods that other mods depend on.

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