Bethesda mentioned that mods would be able to support having their own INI files, and the Creation Kit site even mentions the possibility http://www.creationkit.com/INI_files.
Mod Defined
Mods can define INI files to override settings from Skyrim.ini. Mod defined INI files should have the same name as the plugin file and are only applied if the plugin is loaded by the game.
Mods can define INI files to override settings from Skyrim.ini. Mod defined INI files should have the same name as the plugin file and are only applied if the plugin is loaded by the game.
And then the http://www.creationkit.com/SetINIFloat_-_Utilitypage hints at adding your own custom fRandomSetting to a custom [CoolSettings] section in an .ini file via papyrus.
; Set the "fRandomSetting" in the "[CoolSettings]" section to 10
Utility.SetINIFloat("fRandomSetting:CoolSettings", 10.0)
Utility.SetINIFloat("fRandomSetting:CoolSettings", 10.0)
But I see no mention of how you might USE that value. So what good is it being able to set custom ini settings in custom sections if there's no way to actually read those values out in papyrus scripts?
Am I missing something?
Please... no posts that say all I have to do is save the .ini file out with the same name as the mod + .ini as the extension. If you say that, you have no idea what I'm asking. I need to know how to READ values out of the .ini file. The Utility script obviously allows you to SAVE values, but no mention of being able to read them ANYWHERE.
-MM