Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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)
Does the Nexus Mod Launcher arrange mods only or does it replace the TL2 launcher?
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.
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.
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
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