Modding

Mods are a very important part of a character, and properly optimizing them is essential to good performance. They complicate and confuse things, however Rage provides a modding system to ease those pains. In order to properly compare a moddable item to other moddable items, and other non-moddable items, we need to fill those sockets. To fill those sockets, we use something called Modding Templates.

What is a Modding Template?

Simply put, a Modding Template is a plan for how to fill each type of modification socket. For example, as a healing Sorcerer, one viable modding template would be to fill enhancement sockets with power/alacrity mods. That's just one viable template though; another would be to fill enhancement sockets with crit/surge mods. In order to find what the best way to mod an item is, for a given situation, we need to compare a variety of different moddings of the item. Rage comes with modding templates pre-defined for each model, and you can easily enable/disable them, and add custom ones.

How does Rage use Modding Templates?

It's also important to note that mods are not 'saved' with each item. There are not copies of each item in the item cache for each modding. Instead, just the unmodded item data is saved, and modded versions of the item are dynamically created, as needed. In the charts, only the top 3 moddings of an item are displayed, to reduce clutter you can customize that number on the Edit Modding Templates dialog.

When comparing a socketed item, Rage will create moddings of it to fit all enabled modding templates. If multiple modding templates would result in the same modding, only one modding will be created for those templates. In this way, you don't have to manage moddings, just modding templates (plus the defaults are useful to the majority of users, and easily changed for more advanced users).

Editing Modding Templates

Each Rage model comes with built-in modding templates to correctly handle almost any situation, using all the different of qualities (premium/prototype/artifact) of mod. By default, the modding templates to satisfy the majority of situations, using artifact quality mods, are enabled. All other built-in modding templates are disabled. It's quite easy to enable or disable modding templates, however.

Go to Options > Edit Moddings Templates..., to bring up the Modding Template Editor. In the main panel of this window, you will see all of the currently defined modding templates, in various groups. To enable a modding template, check the Enabled box next to it. Or to disable it, uncheck that box. You can also quickly enable/disable entire groups by checking/unchecking the box next to that group.

At the bottom of the list of modding templates will be an Add button. You can click Add, to create a new blank modding template under the Custom group. Custom modding templates can be deleted as well, using the Delete button. Built-in modding templates can only be disabled, not deleted.

Custom Moddings

It is also still possible to create specific custom moddings of an item, for one-off situations.
  • Equip the item
  • Select the moddings you want for this item instance
  • In the related gear slot chart, shift-click the diamond to make it blue per the Optimizer documentation
  • You can now equip your original item if you would like
To remove the custom modding, shift-click the blue diamond again. Please remember that these custom moddings are intended to be used for abnormal exceptions; if you find yourself regularly using Custom Moddings, you probably should just add a new Modding Template.

Modding Templates and the Optimizer

The optimizer does not use modding templates; it will mix and match from all mods that are marked "Available to the Optimizer". However, there is an option (enabled by default) to count all mods in enabled modding templates as Available to the Optimizer. Because of this, it's likely that you won't need to mark any mods available, unless mods that aren't included in any enabled modding template are possibly of use to you.

Last edited Mar 11, 2012 at 6:12 AM by KeithJRome, version 1

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