Diablo 2 Resurrected supports modding via the “-direct -txt” or “-mod” commands - allowing for the creation of Singleplayer mods - and these mods are now popping up on Nexus Mods, ModDB, etc.
One common line that is echoed among these mods is that:
Note that most of these mods warn they’re intended for offline singleplayer games, and that if you get banned for using them that’s tough cookies.
Even articles from PCGamer and DSOGaming have echoed this line (I can’t include links for some reason, but the articles are from yesterday).
I reached out to Blizzard Support about this, but they were unable to help:
We had a chance to take a look into this for you to see what all we could find out. After going over things on our end, looks like Blizzard Customer Support is unable to answer gameplay, or system questions like what you have reached out with. If you have a question about the game, we ask that you please reach out to our official Diablo II Resurrected forums
Now, I would assume that loading mods via “-direct -txt” or “-mod” would only work in Singleplayer, and that loading a Battle.net character would simply result in the game reading the archived files. I cannot think of any other sensible scenario. This, however, has not been conclusively tested by anyone I know, and has not been (to my knowledge) confirmed by Blizzard. As a result, there is still the fear that a single misclick when using a mod will result in your entire Battle.net account being banned.
So, here I am. Can we get a conclusive answer whether loading a Battle.net character when you have the “-direct -txt” or “-mod” command line arguments (and have modified files) will result in a ban? Or will it simply do the sensible thing and ignore the modified files in favour of the archived data files (which are forcibly downloaded whenever you connect to Battle.net). The modding community as a whole would be glad for a straightforward and final answer to this question.
Can’t you just copy d2r and use the copy with mods for SP. Block access to internet for the copy.
You could, but the point is to get a definitive answer to the question, not to come up with workarounds based on rumour.
It would be nice to provide a simple, straightforward way to distribute mods without scaring people with the idea that they might get banned. That kind of fear could easily crater the modding community for D2R before it even gets started.
As far as I am aware, blizzard doesn’t care what you do on singleplayer.
Yep - we know that playing with mods in Singleplayer is completely okay. The question is what happens if you accidentally click your Battle.net character though (for example, you forget to change the tab from Online to Offline).
Logic would say that the game would simply ignore the modified files and load from the archived data files - and that’s the sensible way to program the game. There is, however, the fear that the game would instead attempt to load the mod, flag your account for having modified files, and result in your Battle.net account being banned.
What this question intends to do is to get an answer to that specific question.
Yep - that’s essentially what I’m asking. It wouldn’t make any sense to attempt to load mods for an online character, so I would assume that there wouldn’t be any bans. The problem is that no one has confirmed this, and not many people are willing to try and put their Battle.net account in jeopardy.
If I don’t get a concrete answer in a few days though, then I’ll try it out to get a definitive answer once and for all.
They need to add some of these settings directly in game, or at least increasing inventory space so consoles can play single player how it needs to be played (PlugY equivalent)
I really don’t think you will get a formal reply on that. Blizzard tends to point to the EULA and leave it at that. They don’t give “approval” to things they don’t make themselves or control themselves.
Technically modifying ANY files in a way not approved by Blizzard can get you banned. WILL they do that for SP though? Nobody knows. Testing it by trying, does not mean much. Just because they don’t do something right away, does not mean they won’t later.
That said, they have indicated some Modding will be permitted we just don’t know what the limits of that is yet.
My best advice, is to avoid doing it. However, if someone wants to take that risk it is up to them.
I don’t work for Blizz, but if you want any help sorting out the terms in the EULA I can likely assist.
Uhm what, so they allow “some” modding but won’t / have not told what is allowed and then you point towards a general EULA that basically denies any modification unless specifically allowed by Blizzard.
This feels like a anti-consumer stance from them, so in essence they won’t say it is not allowed and will also not say it is, so they can at any time revoke your license if they retroactivly decides something was “bad”.
Right. Exactly. They only allow approved mods/software and have not given any information yet about what that means.
Hence, be careful.
Yes, sort of. It is anti consumer, and very much pro intellectual property rights.
We don’t own our Bnet account, games, sounds, graphics, files, story concept etc. It all belongs to Blizz. We get a license to access it, on their terms.
Things are very different now than they used to be.
Until we know more, the only thing I can do is recommend people be careful and not risk their licenses. Anything else would be irresponsible.
Besides, MVPs are other players. We don’t work for Blizzard or represent Blizz in any way. I would really feel like crap if someone took what I said as permission and lost an account.
They do have examples of “allowed” modifications in other games. Starcraft has a map editor. WoW has addons that can use info Blizz provides in the API to modify the User Interface.
I think they have talked about something for Overwatch? Not sure.
So if it falls into that bucket, it won’t be full on modding, but it would be something you can do within their sandbox.
The section on the EULA about that is kind of brutal where they remind you they own anything you make with their assets.
Yep - and that’s really what I’m looking for here. I don’t really expect to get a definitive answer, but it’s worth asking the question anyway. I find it a bit rich that support directs people to the forums though if there is no hope of getting an answer here.
The fact that the game allows modding, and has features specifically built for it (i.e. the -mod and -direct -txt commands, separating singleplayer saves based on mods, documentation of files for modding, etc.) implies that it is an allowed function.
The Battle.net EULA doesn’t really cover that case either - given that I’m not trying to modify or use these files on “The Platform” - I’m trying to figure out whether the developers thought ahead and didn’t leave a nasty surprise for those using mods.
Having experience with modding a lot of other games, and having last modded D2 15+ years ago, I was extremely surprised by the pessimism in the community. Then again, considering everything I can definitely see why that is - though you would think that Blizzard would at least want to foster a bit of good will.
Yep - we don’t even need any assistance with the documentation, etc. Literally just need to know whether the mods are automatically disabled for multiplayer! But here’s hoping for the best case scenario anyway
Or add an online mod league, let people basically create their own private servers, and not treat that portion of the community like outcasts. Torchlight 2 did it 9 years ago and the world didn’t end. Look at how successful the paradigm is with Minecraft.
Bliz is taking D2R way too seriously. It’s not a religion, it’s a game. The modding community doesn’t need Blizzard’s opinion on what’s fun and what isn’t, they just want some tools.
Despite this change, a form of modding will still be possible. Players will have the ability to modify specific files which include adjusting values of skills, items, and more.
I’m not a modder but I think those files are in the Data folder of your install directory.