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It depends on what you are trying to edit, as
S3PE has access to literally all of it. Every resource inside of a package can be quite different. Some are textures, meshes, etc that are of no value opening as a block of raw text.
S3PE is incredibly powerful and can modify a fair amount itself, as well as be the middle ground to export files out for editing.
The game files aren't just raw code after all, there's a few dozen different file types all working together to make a whole.
Understanding how script modding would indeed help you understand why you're in the game files to begin with, and what in there is of value to you or if what you want to achieve even requires scripts.
The TS3 pure script tutorials should more or less cover the same process, give or take what TSM shares or varies with, of exporting the game scripts and referencing them in a mod. The language used in this context is C#.
That's quite an advanced place to begin, though. A lot of valuable things are defined in the _XML resources too, which is a little more user-readable. Changes to these are referred to as 'tuning' mods, as you're limited to adjusting tunable values. These
can be edited in the text editor, as an xml is already a type of text file.
Finding TS3 equivalents of what you want to do will help point you in the direction of the resources that will be relevant and what editing them involves.