KnightRangersGuild Posted September 20, 2012 Author Share Posted September 20, 2012 1. Try the following: add the line iLargeIntRefCount=999999 to your Skyrim.ini under [General]. 2. After you marked the records as 'ignored', load the plugin again. When it's finished loading, save it. The edits should be gone.Thanks I tried that again and it worked this time, I still would like to know what it does and what its for.What it does, is in the name of the setting Large Interior Reference Count It allows more references (objects) to be present in large interiors (cells)Thanks I kinda thought that's what it was. I have one more question please if you will hear me out, What should I do when I release this mod do I have to tell people to add this iLargeIntRefCount=999999 line to the ini or is there a way to add it with my files when I prepare it for NMM? I wish I didn't have to use it at all, is there a way not to and my mod still work? Link to comment Share on other sites More sharing options...
windaddict Posted September 20, 2012 Share Posted September 20, 2012 (edited) 1. Try the following: add the line iLargeIntRefCount=999999 to your Skyrim.ini under [General]. 2. After you marked the records as 'ignored', load the plugin again. When it's finished loading, save it. The edits should be gone.Thanks I tried that again and it worked this time, I still would like to know what it does and what its for.What it does, is in the name of the setting Large Interior Reference Count It allows more references (objects) to be present in large interiors (cells)Thanks I kinda thought that's what it was. I have one more question please if you will hear me out, What should I do when I release this mod do I have to tell people to add this iLargeIntRefCount=999999 line to the ini or is there a way to add it with my files when I prepare it for NMM? I wish I didn't have to use it at all, is there a way not to and my mod still work? Pretty sure if you convert your mod to an ESM, you wont need to use that .ini change because ESM files don't have that limit. Also as per my last post, you can create a new .ini file and give it the same base filename as your mod and put the fix in that instead of the skyrim ini file in your documents folder. Quote from previous email "When you release your mod, you have to make an ini file for it and package it as well. For talking sake, you have MyMod.esp. When it's complete, you would open Notepad and type - [General] iLargeIntRefCount=999999 then save as MyMod.ini in the Data folder. Now, everytime the game loads MyMod.esp, it will apply any settings that are in the MyMod.ini file." Edited September 20, 2012 by windaddict Link to comment Share on other sites More sharing options...
KnightRangersGuild Posted September 21, 2012 Author Share Posted September 21, 2012 1. Try the following: add the line iLargeIntRefCount=999999 to your Skyrim.ini under [General]. 2. After you marked the records as 'ignored', load the plugin again. When it's finished loading, save it. The edits should be gone.Thanks I tried that again and it worked this time, I still would like to know what it does and what its for.What it does, is in the name of the setting Large Interior Reference Count It allows more references (objects) to be present in large interiors (cells)Thanks I kinda thought that's what it was. I have one more question please if you will hear me out, What should I do when I release this mod do I have to tell people to add this iLargeIntRefCount=999999 line to the ini or is there a way to add it with my files when I prepare it for NMM? I wish I didn't have to use it at all, is there a way not to and my mod still work? Pretty sure if you convert your mod to an ESM, you wont need to use that .ini change because ESM files don't have that limit. Also as per my last post, you can create a new .ini file and give it the same base filename as your mod and put the fix in that instead of the skyrim ini file in your documents folder. Quote from previous email "When you release your mod, you have to make an ini file for it and package it as well. For talking sake, you have MyMod.esp. When it's complete, you would open Notepad and type - [General] iLargeIntRefCount=999999 then save as MyMod.ini in the Data folder. Now, everytime the game loads MyMod.esp, it will apply any settings that are in the MyMod.ini file."Thanks for all your help...You mean like this.......ExactModNameiLargeIntRefCount=999999 ??? And if I make it into an esm will the items I deleted come back? Link to comment Share on other sites More sharing options...
windaddict Posted September 21, 2012 Share Posted September 21, 2012 (edited) Thanks for all your help...You mean like this.......ExactModNameiLargeIntRefCount=999999 ??? And if I make it into an esm will the items I deleted come back? No what I mean is if your mod is called:KnightsRanger.ESP create a new text file called:KnightsRanger.INI within the .ini file add: [General] iLargeIntRefCount=999999 When Skyrim loads your mod, if there is a .ini file with the same name it reads it also. I don't know about whether an ESM can hold deletes or not, as I have not done that yet. But what you would do is create your mod, convert it to ESM, then create a new ESP file and select your ESM as a master, then delete the items from the game that you want to delete (again) because they will be restored in the ESM. So in other words, your mods will be in the ESM, and your deletes will be in the ESP! Essentially you will then have two files for your mod, both an ESM and an ESP, you would then not need the INI file. This is a clean solution IMO. Edited September 21, 2012 by windaddict Link to comment Share on other sites More sharing options...
KnightRangersGuild Posted September 21, 2012 Author Share Posted September 21, 2012 Thanks for all your help...You mean like this.......ExactModNameiLargeIntRefCount=999999 ??? And if I make it into an esm will the items I deleted come back? No what I mean is if your mod is called:KnightsRanger.ESP create a new text file called:KnightsRanger.INI within the .ini file add: [General] iLargeIntRefCount=999999 When Skyrim loads your mod, if there is a .ini file with the same name it reads it also. I don't know about whether an ESM can hold deletes or not, as I have not done that yet. But what you would do is create your mod, convert it to ESM, then create a new ESP file and select your ESM as a master, then delete the items from the game that you want to delete (again) because they will be restored in the ESM. So in other words, your mods will be in the ESM, and your deletes will be in the ESP! Essentially you will then have two files for your mod, both an ESM and an ESP, you would then not need the INI file. This is a clean solution IMO.Sweet thanks my friend. I knew that about the esm and esp I just wasn't thinking I guess but yea thanks for all your helpHere's my mods so far if you want to take a look.....http://skyrim.nexusmods.com/mods/23317.........http://skyrim.nexusmods.com/mods/23415.......http://skyrim.nexusmods.com/mods/17480....this is the one I'm working on I'm trying to upgrade it and fix some bugs. Link to comment Share on other sites More sharing options...
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