Just for reference, BD never changed the values for MinRange and MaxRange in Baseitems.2da - they are the same as in the v1.69 2DA. AFAIK, CEP v1.x was the first project to change the MaxRange values, increasing them all to 255. Project Q - and a host of PW projects - were the next to follow suit and increase the MaxRange values to 255.
As noted in the CC Guide, those values work in multiples of 10. Multi-part items such as weapons are further limited by the number of models at the lowest range. Thus if you only have a model 011, 012, 013, and 014 you will only see four variants for higher numbered models regardless of what the number are. Continuing the example, if your models in the 20 range went as high 026, models 025 and 026 would not appear. You would need to add a model 015 and 016. Furthermore, each number “sub-range” is further limited to nine models (011, 012, 013, 014, 015, 016, 017, 018, 019), repeating the sequence for each increment of 10 upon model sub-range 24. Thus, in actuality, part-based models such as weapons only need the MaxRange cap set to 250.
Furthermore, you won’t need models 010, 020, etc. and I’m not even sure the engine will render such models.
EDIT: Confirmed - models 010, 020, 030, etc. show as Part #0 in the item part drop down menu.
Single-part items (e.g. misc medium, gems, etc.) do not share this limitation and you can use the full range of numbers.