>>725681382
They are pro-modding when it's done strictly via their tools, and when it's just more of the same stuff. New armor sets, a new sword, maybe some quest that is completely isolated from everything else in the game. That is modding they support, and that are the mods that won't break after updates (mostly).
More evolved things that fix their shit, add new mechanics without relying on poor papyrus, and otherwise require more functionality than CK offers by default are not welcome, are not supported, and are only remembered when it's time to tell fools how much they like mods.
Take UI, for example. A core component of all their games, as you spend hours in menus, either selling shit to traders, or crafting things, and so on. Todd himself (altrough I'm starting to think it was a lie/enhanced truth too) said he uses UI mods to play Skyrim. You'd think that they would incorporate ways to edit UI into CK, or at very least provide some documentation on this, but they didn't. People have to reverse engineer this shit, and even then it doesn't seem to work out all that well. See how F4's settlement building menu got absolutely no mods for it, save for things that just rearrange icons or something else.