Torchlight II

Torchlight II

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El Jefe 8 Apr, 2013 @ 11:53am
10 mod limitation bypass/fix (OUTDATED)
This method is not recommended but it works. Im not responsible for any loss of data or issues that you may get from using this method.

This a look at this:
https://steamhost.cn/steamcommunity_com/profiles/76561197960506479/screenshot/597000291566469453

Proof that the 10 mod limitation can easily be bypassed and it only took me 10-15 minutes to figure out how, which means that if i can do it so can you!

1)Download all the mods you want to use from the steam workshop and run the game once to launch the modmanager and updating all the mods to its latest and greatest.

2)Start sorting out the your mod list 10 mods at a time starting with those most important and in the correct load order and save the lists on your desktop like List1, list2, list3 and so on where list 1 is represents those mods that are highest on the load priority list. When done close the modmanager without starting the game.

3a)Open all the lists you have saved in wordpad or similar program(one that keeps the formatting), also open modlauncher.sch located "C:\Users\xxxx\Documents\My Games\runic games\torchlight 2". Inside modlauncher.sch it will look something like this:

[MODS]
<INTEGER64>MODGUID:137438746
<INTEGER64>MODGUID:136196864
<INTEGER64>MODGUID:137336889
<INTEGER64>MODGUID:136192903
[/mods]

3b) Keep the [Mods] and [/mods] but delete whats inbetween and copy & paste the data from your list1, list2 and list3 where list1 should be placed at the top followed by list2 and then list3. Save and close the document. You can open the modmanager again by launching the game from steam to see if they are all on the list and you should be able to fix priorities as well but you cant launch the game due to the limit.

(Due to patch step 4 is changed, read the notes)
NOTES FOR STEP 4) due to patch this method has to be applied slightly different. It still works but you have to obtain an older version of Torchlight2.exe and rename that to modlauncher.exe. Otherwise step 4 is still valid. Torchlight can still for the moment be patched to the latest and greatest(everything patched will be useable except for torchlight2.exe itself), as long as you get an older version of the torchlight2.exe for the renaming process.

4)Launching the game. Once you have your list in order and are happy with it close the modmanager if its open and go to the "\Steam\SteamApps\common\Torchlight II" folder. Rename(DO NOT DELETE) modlauncher.exe to modlauncher_bak.exe(if you cant see the .exe it means you dont have extensions view on, just rename it to modlauncher_bak). Make a Copy of Torchlight2.exe and rename the copy Modlauncher.exe(or just modlauncher if you cant see extensions).

5)Last Step. Create a shortcut to torchlight2.exe on your desktop. Right click it and choose properties. Add "MODSCHEME=MODLAUNCHER.SCH" without quotations to the target line after whats there. Should look something like this "C:\Games\Steam\SteamApps\common\Torchlight II\Torchlight2.exe" MODSCHEME=MODLAUNCHER.SCH . Press apply and OK. Now use that shortcut when you want to play TL2 without mod limitations.

Enjoy.
Last edited by El Jefe; 12 Jul, 2016 @ 5:20am
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Showing 1-15 of 66 comments
MageThis 8 Apr, 2013 @ 2:44pm 
Easy peasy. Have fun trying to play MP after list3+ is compiled. Getting four people with identical compilations, in the same order, at the same NG level, at the same time, might be problematical.
El Jefe 8 Apr, 2013 @ 2:50pm 
not at all, simply send them your modlauncher.sch . Besides there are hardly 30 mods on the workshop thats worth downloading. This is simply a way for people who have perhaps 13-15 mods to get them to work.
MageThis 8 Apr, 2013 @ 4:00pm 
Originally posted by Phixsator:
not at all, simply send them your modlauncher.sch . Besides there are hardly 30 mods on the workshop thats worth downloading. This is simply a way for people who have perhaps 13-15 mods to get them to work.
Back to easy peasy, then. You are, currently, correct about the mods but I am sure more maps and more great mods are pending.
So, modlauncher.sch must handle the subscription to the mods...cool.
El Jefe 8 Apr, 2013 @ 4:19pm 
Originally posted by MageThis:
So, modlauncher.sch must handle the subscription to the mods...cool.
No, not exactly, it only handles what mods are set as active. I havent been looking for what or where the file is that(if any) controls the actual subcriptions.
MageThis 8 Apr, 2013 @ 4:27pm 
Originally posted by Phixsator:
Originally posted by MageThis:
So, modlauncher.sch must handle the subscription to the mods...cool.
No, not exactly, it only handles what mods are set as active. I havent been looking for what or where the file is that(if any) controls the actual subcriptions.
All the same, timely and excellent information..
El Jefe 8 Apr, 2013 @ 5:05pm 
As for more info, you can manually add <INTEGER64>MODGUID:XXXXXXXXX to the modlauncher.sch, where XXXXXXXXX is the number you can find if you go to the specific mods workshop page and look in the url (remember to subcripe to the mod as well or there will be no mod to load in the first place).
Last edited by El Jefe; 8 Apr, 2013 @ 5:06pm
DimSumJon 8 Apr, 2013 @ 8:01pm 
:O Great find! I'm sure a lot of ppl would be interested to try this out.
skkeeper 9 Apr, 2013 @ 12:58pm 
Is there a automatic way to find all MODGUIDs of all installed mods? If that was the case a custom launcher without the limitation could be made.
Last edited by skkeeper; 9 Apr, 2013 @ 12:59pm
This method will no longer work after tomorrow's patch.
El Jefe 9 Apr, 2013 @ 2:01pm 
Originally posted by King Crimson Guard:
This method will no longer work after tomorrow's patch.

What happens in tomorrows patch that will break this method?
The 10 mod limit will be enforced. Modifying the .sch file might still check all of the boxes in the mod launcher, but only your last 'good' configuration, comprised of 10 mods will work.
Last edited by King Crimson Guard; 9 Apr, 2013 @ 2:07pm
El Jefe 9 Apr, 2013 @ 2:12pm 
I see, do you have a link to the source of this information? Seems like a silly thing to go to so much trouble to enforce. Besides my methods bypass's the modlauncher completely and simply ask the game to load the mods in the sch file. The only thing that will break this method is if they include mod limit to the actual client which has none at the moment.
Last edited by El Jefe; 9 Apr, 2013 @ 2:12pm
I am an employee here at Runic, and I have no reason to troll you if you believe otherwise.

There are many reasons we do this. The main reason is the lobby server stabity and UI, or overall multiplayer interaction. Currently we have an easy to use system that allows users (in steam anyway) to automatically sync and download mods when trying to join modded games. There are all sorts of things that could go wrong with this; too many mods for the UI to support, too many server messages due to the multitude of game combinations, something breaking with simultaneous downloads. The list goes on forever, and the trade off is enforcing a 10 mod limit.

10 is much easier to manage than 100, or anything inbetween or after. The simple truth is that more mods = more potential problems.

Sorry for any incovenience this may cause, but I just wanted to let you know that the decision wasn't arbitrary, and in fact is necessary. If you have any other questions about this, please add me and PM me.

*Edit: That means we released it this way for a reason, and therefore have to enforce this reason.

*Edit 2: And before anyone goes on to compare this to something like Skyrim, please remember that Skyrim is a single player game, and the developers did not have to worry about restricting it as such.
Last edited by King Crimson Guard; 9 Apr, 2013 @ 5:31pm
skkeeper 9 Apr, 2013 @ 5:32pm 
I dont understand the limitation to be honest. Maybe I'm missing something but let's say you guys leave this as it is and someone makes a custom launcher that bypasses the 10 mod limit:

- Most people won't use it, because it's a custom tool you need to know about, download and learn how to use, but for the "power users" it would be really usefull;
- Runic won't have to support it officially since the launcher limits it. The same way if I change a hidden setting on a INI file in a game I don't expect the game developer to support what I'm doing;

I will agree that it might cause problems in the multiplayer server browser that in my opinion was not well designed. I understand that you guys wanted to make it easy for people to find other people using the same mods but the dropbox with a specific mod order and list is not the right solution. I would think something like ARMA 2 did (which works online) is every server publicly announces the mods it runs. If someone wants to look for a specific mod combination they specifically do so (by typing the names of their mods, this could default with the mods the user is running). This solves the problem of having a dropbox with a million options. Mod GUIDS or hashes could be check on connection to make sure the mods are the same and not just named the same.

I'm quite aware that you guys are a small dev and this is your first try at this, and I also know that you aren't going to change the server browser now, but hey I think my points are valid.

In the end I don't think forcing an arbitrary mod limit (yes its arbitrary, because as it was stated by many you can combine mods, so you could run 20 or more mods by just merging them into 10) is good for the consumer. I would say leaving it at it is for the community to solve is better, or even launch an update on the launcher that says "hey if you run more than 10 mods we won't support you" and exclude that server from the mod filter on the server browser, so that it would only show up on a special option like "Friends Only" or even a new filter for Unsupported Mod lists.

Thanks for your time sir, and it is good to see gaming devs talking to us gamers on a open forum.

EDITED: to make the alternative implementation suggestion clearer.
Last edited by skkeeper; 9 Apr, 2013 @ 5:44pm
El Jefe 9 Apr, 2013 @ 6:26pm 
Originally posted by King Crimson Guard:
10 is much easier to manage than 100, or anything inbetween or after. The simple truth is that more mods = more potential problems.
*Post shortened*
I can understand the reasoning when looking at it from a Multiplayer/server perspective. But i think there is a perfectly easy way to make both sides happy. Continue to enforce the 10 mod limitation during MP sessions, but not during Singleplayer sessions. The mod manager is so easy too get around so you will have too patch the client anyway and a simple check only when joining/creating a multiplayer should be sufficient i believe. Make the mod manager give you a warning regarding the inability to join MP sessions should you go above the 10 mod limitation and let the client do the rest. Also only enforce it on the runic service and not LAN. That way your servers are kept from the mess and those who really want play together can use LAN.
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