QUOTE(Regaez @ Mar 25 2008, 01:40 PM)

However, I do have a couple of questions about this. I've noticed in my mod that I have CELL references marked as being changed... yet I've never loaded or touched many (if any) of those cells - do I toggle "Ignore" on these? Or will it remove them entirely from the game? Also, I'm assuming that you don't remove temporary references?
If you are positive that you did not make any changes to those cells or items in them, it is best practice to remove these inadvertent CELL changes from your mod. Leaving them in increases load time slightly - may not seem like too much of an issue for your mod, but if all mods leave them in it adds up. Anytime you give the MW Game Engine more to do that is unnecessary, you are increasing the opportunities for the Game Engine to potentially "hiccup" resulting in a "dirty" save. You should fix any inadvertent item changes (ACTI, ARMO, etc.) BEFORE saving deleted CELL references though in case those CELL references are only being presented because you have inadvertent item changes that happen to be in those cells. As for trying to toggle as Ignore any REFR items in the Details tab, I don't think that the CS will even allow that. Leave REFR items alone.
QUOTE(Regaez @ Mar 25 2008, 01:40 PM)

I tried my hand at this a couple of days ago after your comment on my mod, and I went and removed the reference "in_v_small_dj" which is a standard MW object. HOWEVER, when I saved and loaded up my mod, I checked in a cell where I used them - and NONE were there! What does that mean?
The problem I believe you are describing is because of the difference between inadvertent and intentional changes in your mod. You INTENDED to add "in_v_small_dj" to certain CELLs BUT you INADVERTENTLY changed some part about it doing so (most likely because you pressed the SAVE button after you made some changes to the Reference Data - select the close window button [little "X" in upper right of open object window] AFTER making your Reference Data changes, and do NOT select the SAVE button after you make them - even though no "real" changes occurred by selecting the SAVE button in this case, the Game Engine and CS will think that there are thus potentially setting up the condition that your mod will reset to MW defaults the "in_v_small_dj" item - any mod loaded before yours that really wanted to change "in_v_small_dj" will now have its changes for that item removed). If you had used the close window button, the STAT "in_v_small_dj" would not have appeared in the Details tab BUT because you added "in_v_small_dj" into a CELL that will appear as a REFR line instead - the correct practice. When you deleted the "in_v_small_dj" STAT line, you also removed it from the CELLs you put it in for this case - at that point, the CS thought that you were removing all changes to "in_v_small_dj" made by your mod. Important to understand the distinction between INADVERTENT and INTENTIONAL changes and how to make an INTENTIONAL change.
QUOTE(Regaez @ Mar 25 2008, 01:40 PM)

Could you be more specific on the types that you are able to ignore (like ACT, ARMO etc.) because I don't want to ignore all these references to find that it screws up my mod, so I have to revert to the backup, and then when I upload it, someone says "Oh, you haven't removed the dirty references!"
Well the quick answer is you want to remove them all (that you didn't create with your own ID) unless you are intentionally changing the standard MW reference as part of your mod. If you truly want to make non-Reference Data changes to an item (attaching a script, changing weight and/or value/enchantment for your implementation of that item but not all items of that type), do so by creating your own ID for the item. At the end of the day, and for other than CELLs/NPCs, a mod that ONLY has IDs you created and NO standard MW references listed AND plenty of REFR lines in the Details tab is what you are looking for (and of course the TES/3 line - although I have seen some mods delete that line without causing any immediate problems, it is best practice to leave it in). REFR lines are for the most part a good thing. They indicate that you have taken a standard MW reference or item you created and done something with it in your mod without changing the original ID (for standard MW items). REFR are what allows the game engine to determine where to put those items in the game for your intended mod changes. It is also good practice to check all IDs you added to a mod to make sure that you have used the item at least once or you know you will add that item through a script and/or dialogue (Count Column row for your added ID > 0). Although it should not directly affect stability by leaving new IDs in your mod that you haven't used or intend to use by adding it with a script, it indirectly affects it because now you have given the Game Engine more to do upon Initial Load (it loads that item into memory anyway in case it needs to refer to it because of a script/dialogue reference - this would require References Persist on the item for it to be useable).
- Rougetet