Do you have anything to back that up? I do not know of any "restrictions" or differences in the CS when used by modders.
Every CS since Morrowind has had differences. Bethesda has freely admitted this. These differences are only in places where licensing restrictions would make it
illegal for them to distribute it unchanged. For Oblivion, that meant NIF-manipulation (within the CS!) and the SpeedTree tools (though apparently those are free now? They weren't in 2006). I don't know precisely what will be stripped from the Skyrim CS, but I'm sure things will be.
From what I've read on Nexus, Mr Hines has Tweeted something about PC users having to wait a little longer to make the characters naked, (even though we already have) so I guess that means we are not about to find out in any hurry.
Oh good, I'm glad to know that Mr. Hines continues to freely and publicly insult the modding community. It's been too long since the hackers comment.
We can't add magic effects, nor can we do anything with skills beyond the very basics, and I think it's safe to say the devs can do that too.
Actually, these are things that they hard-coded into Oblivion. They never used the CS for those things. The xxSE team can back this up if anyone feels the need to have it backed up, since they've looked into extending those things and found it hard-coded all over the place (and JRoush and kyoma can
really back it up, since they actually took the time to hook all that hard-coding and allow those things to be extended).
DragoonWraith has posted that he has evidence it was not the exact same CS.
He wrote a lot for the wiki - I'd take his word on it.
Nothing that Arthmoor doesn't have — just the word of the developers and common sense. Seriously, guys, this is not some deep, dark secret; it's something Bethesda developers have freely admitted from Day 1.
If they don't implement an industry-standard scripting language like Python or LUA, I will be sorely disappointed and it won't be nearly as powerful as I would have liked.
And then we will probably need to wait many months for Skyrim Script Extender to allow us to do things that should be standard in any modern high-level language.
I will be disappointed if I find out that Bethesda hasn't made the leap to using Lua in place of their limited and convoluted proprietary language.
Guys, there's already details on this in the SKSE thread: no, it's not LUA, yes, it's a far more powerful, albeit still proprietary, language. It's object-oriented (with inheritance; no word on polymorphism but seeing how frequently Bethesda uses that in their C++ code I wouldn't be surprised) and has native support for arrays and strings, and
probably for loops... which covers most of the things that are "standard" in "any" modern high-level language. And SKSE is already moving forward rapidly.
CK is unrestricted, however some plugins are not released as they are 3rd party products.
I mean, you are sort of correct (the things not being released are third-party and there has never been any evidence that they have prevented modders from using any tool that they could legally distribute), but the term "plugin" is misleading. That implies a certain amount of modularity that probably doesn't exist: they probably built the tool into the CS, hence the time necessary to take it out again. It wouldn't really make sense for them to spend development time designing, coding, and testing a modular plugin scheme. Though it would be a really cool thing for modders to have; imagine if we could write plugins
for the CS? That would be cool.