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RequireFix is to be included with any relevant mods, and currently it can be used without Steam dependencies. It can either point to the Extra Utilities mod requiring a dependency, or point to itself if you hardcode the steam ID of your own mod.
The truth about GOG is it's the best platform for developing advanced mods, though IDK if you guys have graduated to the methods that most benefit from using the GOG version for dev yet.
I don't see a clear way of doing this that wouldn't result in multiple issues.
Edit: Non-numeric mod folders work too, in fact I strongly suggest that anything not on the workshop ensure it has at least one non-numeric character in its folder name when placed in the GOG mods folder or steam workshop folder to ensure it is not improperly thought of as a workshop mod.
Mods don't belong in the packaged mods folder but might work there. I still strongly advise against putting anything in that folder as it is intended purely for mods that are packed into the base game and the code around it is... interesting.
I've provided my in progress mod to several GOG users and they threw it into packaged mods and it ran fine...I don't know how or why it wouldn't work correctly but that has just been my experience. I'll just check against both folders (mods and packaged_mods).
Good to know about the folder ID...if I can "assume" it has the same folder name as the steam workshop item then this should be pretty simple to add.