Il Ducey: I think it means if you mod a vanilla event node quest, not if you add your own
Oh, aha, thanks, I think I get it. I was taking the 'Kill actor' event node as a vanilla event node, that I was modifying. But I think it really applies only to changing
quest nodes (presumably either directly or by changing their branch parentage, i.e. the conditions under which they start). That would make sense, and explain why no one else seemed to be as horrified by this as I was.

LukeH: Unfortunately I can see the issue happening if two mods add something to the same node.
No, done that, seems to be fine - unless I'm missing something.
Wilting: Basically all it means is that all your sm event node stuff needs to be in one plugin.
But the problem would be if someone else's mod clashed with that, because they'd altered the same nodes. I'm hoping this is only true if one changes (rather than just adding) existing quest nodes, though.