Trying to make sense (for myself) of the deep, dark, tangled jungle that is the world of Creation Engine modding -- not only end-user configuration, but also how to create various kinds of mods (CK, Papyrus, C++) from scratch. Spills over into Unreal Engine as modkits become more accessible.
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df15h-ce-public
df15h-ce-public PublicA notebook re: how to create and configure mods for Bethesda Game Studios Creation Engine games. Companion repository of df15h-ce-private.
Papyrus
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df15h-ue-public
df15h-ue-public PublicA notebook re: how to create and configure mods for Unreal Engine games. Companion repository of df15h-ue-private.
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