Torchlight II

Torchlight II

Your Torchlight II Transmutation Station
Here you can find mods that allow nearly unlimited customization of Torchlight II. Use the GUTS Editor to change almost any aspect of the game and share your creations with the community. Click here to learn more.
*Yuki* 13 Jun, 2017 @ 1:17am
Possibility of custom modlauncher?
tldr: due to limitations of torchlight modlanucher, looked for possibility to make your own, but found no articles ever on clockworkcore, so - asking here. Do anyone know anything about structure/mechanics of torchlight's modlauncher? (e.g the way, it handle mods)

For now, I see only one possible problem with development of such tool - encryption of vanilla data files (if I imagine way, it "patches" game with mods, right).

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UPD: removed part, caused problems with understanding (hopefully). Its not a thing anyway
Last edited by *Yuki*; 14 Jun, 2017 @ 7:17am
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Showing 1-9 of 9 comments
doudley 50 13 Jun, 2017 @ 6:44am 
I think it is possible, specially on people with programming background, to make a custom modlauncher...I think its even possible to make the 10 mod limit into unlimited...

I think the reason why, you can't find any documentation about this is because, manipulation on software resources and assets are kinda illegal, only those that are allowed by devs themselves for their software are the ones we can tinker. Like the files we are able to modify for TL2. So even if you find a talented programmer/hacker that is capable on hacking the modlauncher, there is a possibility that they will refuse the task.
*Yuki* 13 Jun, 2017 @ 6:52am 
Originally posted by doudley:
manipulation on software resources and assets are kinda illegal
since there is nexus mod manager in this world, Im not sure, if you are right. Patching game binaries is prohibited, yes. Breaking license verification is prohibited.
But not making custom mod launchers, coz they patch not game's binary, but manipulate game's data.

As I've said - only possible reason to takedown custom modlauncher is if torchlight's verification of license is not in game's binary, but in launcher (so - replacement of it will allow people to launch game without buying it)
Last edited by *Yuki*; 13 Jun, 2017 @ 6:53am
doudley 50 13 Jun, 2017 @ 6:04pm 
Is this nexus mod manager, is for tl2? If it is, then your inquiry for a possible custom modlauncher is already been answered. If not, then I don't think its the same with how mods are loaded by the modlauncher for tl2. And even if custom modlaunchers are accepted and allowed by many, that doesn't mean its not a hack, that doesn't mean that game devs allowed their assets to be manipulated by any individuals. License or not, IP is still IP, in the world as I remember.
steffire3 9 14 Jun, 2017 @ 3:30am 
@Yuki:

Does the Nexus Mod Launcher arrange mods only or does it replace the TL2 launcher?
*Yuki* 14 Jun, 2017 @ 5:55am 
Originally posted by steffire3:
@Yuki:

Does the Nexus Mod Launcher arrange mods only or does it replace the TL2 launcher?
it depends on game actually. For torchlight - iirc, it only autodownload mods to torchlight mod folder.

But I meant kinda different thing - it adds mod support to games, that never had it officially (usually it works by backing up vanilla game's data and then patching it with modded files). So - such stuff shouldnt be prohibited, theoretically.
Last edited by *Yuki*; 14 Jun, 2017 @ 5:57am
doudley 50 14 Jun, 2017 @ 6:23am 
So by "Custom" ModLauncher, you mean as an alternate modlauncher.

I'm sorry for the misunderstanding, because I thought the term "Custom" here meant as an altered modlauncher -- my first view on your question is was, if its possible to modify/remade the tl2 modlauncher.

Then again, based from your answers, it seems nexus mods already done the thing you asked.
*Yuki* 14 Jun, 2017 @ 6:56am 
Modlauncher.bin (atleast thats how it called in linux version) and Torchlight2.bin are different executables. 1st is what you see, when you launch game from steam (e.g this stuff with 2 buttons, where one launch vanilla game and other leads you to mod selection), while second is actual game (you can ever launch it directly, if you wanna play vanilla. On linux, it works by adding "./Torchlight2.bin %command%" to launch options, without quotes).

My question was about possibility of alternative (not modification - just script or something, made purely from zero) for 1st thing, that will do literally same - cast "./Torchlight2.bin" command and rule game's mods, but without limit of 10.

NMM does it for some games, that dont have mod support at all (e.g works as said launcher), but, if I remember right, for torchlight - it only download mods from nexus (e.g act as "autosave" feature in browser, with "user/your/torchlight/folder" instead of "user/downloads") - nothing else.

TLDR: no binaries will be modified or anyhow affected, so - it shouldnt be illegal.
Dunno how to explain better, really :S
Last edited by *Yuki*; 14 Jun, 2017 @ 7:18am
doudley 50 14 Jun, 2017 @ 9:38pm 
You've explained it perfectly. Impressive! So in short, NMM only downloads and not a launcher for TL2. That's a shame then. Torchmodders might have a say on this -- Chthon, Vkoslak, and Anarch seems to have expertise in scripting/programming...
*Yuki* 15 Jun, 2017 @ 12:44am 
not programming is issue here. I simply dont know, where to begin, cuz there is no info about how tl's modlauncher handle mods.
Does it unpack vanilla files and patch them with modded (so - you will need to know about how to unpack DATA.PAK and *.mod files. Since 7zip, nor winrar can handle them - they should be encrypted archieves or ever custom formats. Or both)?
Or game does it by itself and all, you need to do, is to say game, where modded files located? (so - you will only need to know, how to do that. No tricks with data required)
Or anything else?
There are way more, than one, ways to handle mods.

I really love, how it was in some old games - all game data were stored without any encryption, stats of units, buildings and other was inside .xmls. If you wanted to modify anything - you required only to backup somewere copy of file, you want to change, open it via any text editor, find line with required info and change it. Or add your own, if you wanted to make new unit/building. AND THATS ALL. NO PROPRIETARY LIMITED MODDING TOOLS, NO ENCRYPTION OF GAME DATA (Im not about .exe, but about what I've said above) - IF YOU WANTED TO MODDING, JUST DO IT.
Eeeeeh, I miss old days so hard :c
Last edited by *Yuki*; 15 Jun, 2017 @ 12:46am
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