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https://www.unrealengine.com/
Probably the best place to learn is in the discord channel, its full of experienced modders as well of new modders so don't be shy asking for help as there are a few people in there that are always willing to help out and point you in the right direction =)
http://steamcommunity.com/workshop/discussions/18446744073709551615/133258593407088802/?appid=440900
And yes you can create mods little by little and keep going back to update them =)
You don't even need to know any coding languages for a lot of the mods, things like max stack sizes, adding extra feats/recipes etc, you can actually do quite a lot of customizing with just editing things like data tables, thats probably the best sort of mods to start out with, then move on to something a bit trickier like a custom craft table with custom recipes which you'll have to use your new data table editing skills for :p
In fact some people that have never and still cannot code have learned blueprint scripting and made a few complex mods also, UE script language is quite easy and fun once you get the basics down =)
Also hades is right, it does get quite addictive. It seems like once I upload a new build of my mod to Steam, I thought of something else I could change or add and hop back in a get it done. Thankfully my mod isn't super popular, or else there would be a lot of angry people out there with how often I push updates with minor changes. hehe
If you're actually computer illeterate, don't even bother.
If you want to mod the game you have to put a huge amount of time into learning how the devkit works (it is not user friendly at all) and what the files do, it's also a 60 gigabyte download. This is not something you are gonna figure out in a weekend and plop mods out like nothing.
The biggest issue with modding however is that when you make a mod it's only good till the next update, you will end up spending more time fixing mods than making them after a while.
I don't think it's fair to give people this fluffy view of what something is when it's actually a pretty complex thing to do. That's just wasting peoples time and setting them up for a fall. If you go in, go in knowing you're gonna have to sink a ton of hours into it to be able to accomplish anything.
If you like playing the game and think you're gonna download a devkit to make some mods (as someone that is "computer illiterate") then no it's not easy at all. You have to dive into it headfirst and put 20-30 hours into it to even learn how the program itself works, let alone how all the files work in the game.
I dunno, maybe you were handheld through it all on the discord but I didn't find it easy to get into at all. I consider myself computer savvy and have made mods in the past via hex editing and texture edits but this was a whole other level.
So yeah, just keeping it realistic.
"Mitra's Chosen - Last Thursday at 5:25 AM
How do I change this value from an armor BP? (If it can even be done that is) I've been wracking my brain over this for quite some time now. Any help would be appreciated.
<<SS of BasePlayerChar Footsteps setting>>
((Redacted)) - Last Thursday at 2:28 PM
@Mitra's Chosen Get a reference to the players actor in the armor BP, cast it to baseplayerchar, then set footstep type.
Mitra's Chosen - Last Thursday at 3:16 PM
Awesome, thanks so much @((Redacted))!"
This is the extent of the hand-holding I ever get. ;) You should see my mod in the devkit... it's a jumbled mess, but it works. :D
A lot has changed since the game hit EA, if you use the new mod controller correctly you shouldn't really need to update your mod much if ever, maybe a recompile here and there if the engine gets updated again or there is a major update, but if UE stays at 4.15 then you could probably make a mod that very rarely needs attention..
You are extrememly well versed with unreal engine, which is great. However I think that level of familiarity has clouded your outlook on how complicated it is for people who have never touched a devkit.
That's like asking a mechanic how easy it is to change the fanbelt in a car to someone who has never even lifted the bonnet before, to them it's laughably easy but to someone that has never even seen an engine it might as well be brain surgery.
So yes it is. How do you know you have to edit a csv file in the first place to get a result you want, how do you know which one you have to edit, how do you know what to change and what to change it to, is editing that file all you have to do or are there other files you need to change, what if your change has an impact on another part of the game, what if you accidentally edit another file while looking around (that autosaves) and now your mod not only has the edit you want but some unintended edit you didn't want and didn't realize you even did?
This ontop of the fact that as I said you have to learn how to use the devkit in the first place, that takes many, many hours in itself. Learning how to use the devkit it like learning how to use photoshop and all its many features, easy once you know how but you are gonna put many hours into learning it.
I'm not saying OP should not do it, I'm saying it's not as easy as people will tell you it is and it's not fair to pretend it is when it's an 80 gig download.
If all you want to do is copy some video tutorial and make a mod that already exists then fine, but it didn't sound like that is what OP wanted and that is far more involved.