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Usually the unpacked mod would look like so inside the mod folder:
Torchlight II > mods > NameOfMod > MEDIA
Torchlight II > mods > NameOfMod > MOD.DAT
The files .bindat is for guts use only, its like a binary mirror of its .dat counterpart, you can edit the .dat files with any text editor but make sure to delete the .bindat before building the mod or else guts will use the .bindat and not your edited .dat files. To avoid such circumstances, just edit the files using GUTS data editors.
Do you know how to edit mods? just the basics
Even if you did manage to unpack the .mod by yourself (aka decompile it), you can't guess by yourself what attributes you can put in the text files.. You might be able to modify some values here and there but that's it. You really have to use GUTS.
So how to modify mods with GUTS ? You create a new mod, then you use the Pak/Mod unpacker to unpack the .mod you want to modify, into your new mod folder. Then you restart GUTS - at the next load, GUTS should have taken into account the files, and you will be able to edit the mod (or rather, edit the new mod, which is now a copy of the mod you want to edit).
This page is a good starting point for learning GUTS : http://docs.runicgames.com/wiki/Main_Page
The rest (so all the undocumented features that should have been documented) is trial and error really.. With the help of #torchlight on the Torchlight 2 discord ( https://discord.gg/RMyDQQx ), or torchmodders forum ( http://torchmodders.com/ ).