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Its less the underlying architecture and more the fact that the OS and hardware access is locked down. XBone being a PC under the hood won't help you if you're not able to get the hood open.
There's a reason they do this. If they're going to officially support a mod, they need to be fairly sure it will work for all the customers who met their original system specification. For the PC, that's a mammoth task. There are thousands, perhaps hundreds of thousands, of possible PC configurations. To play test and quality assure all of those is impossible. With consoles, however, it's dead easy. They're a standard configuration - they're all the same. What will work with one, will work with all.
The difference between PC and consoles is like the difference between the radio and a piano.
With the radio, you just turn it on, tune it in, and you get music. You don't get much choice. You have little control, but it's easy, it requires no knowledge, and it's there for you.
With the piano, you can have absolutely any music you want, whenever you want. You have complete control. The down side is that you have to spend an awful lot of time learning to play the thing before you get any worthwhile results.
Similarly, consoles are quick, and easy, but they're limited.
The PC is completely unlimited, but there's a hell of a learning curve.
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That would set a very dangerous precedent, I think. I don't think it's cool for mods to be charged for on PC, and I certainly don't want to see that garbage on the console side, either. I also think Bethesda should, in the future, release tools to convert mods (or at least aspects of them) from PC to consoles and also release dev tools on launch. That way they won't even have to act as middlemen next time.
EDIT: I also appear to be one of the few people on here, as usual, who doesn't look down on console players. What a pity.
- Bug-free games? Nope, gotta download that 5GB day1 patch that still won't fix everything
- Instert the disk and play? Nope, gonna need to register for PSN/XBL and pay for PS+/XGold for online services.
- More graphical bang for your buck? Nope, you can build a PC for the same cost (price of Windows not included) that would be about as good
They literally have no advantages left. But they still have quite a few disadvantages, like:
- no upgradeability
- ♥♥♥♥♥♥ controllers
- being tied to single store with all the "benefits" of dealing with a monopoly
So, instead of struggling to give them a PC experience with mods (which is still impossible due to numerous restrictions of console format), it's best to just help them build their own PCs.
Oh, and while we're dreaming - let's also burn all people who are responsible for Win10 and MShit's new policy of "let's make PC users our ♥♥♥♥♥♥♥, Apple-style"
Unfortunately, it's not a question of -whether- mods are charged for on PC. Steam have been charging for mods for many years. The question really is whether Bethesda will buy into it. Personally, I think they would be very foolish if they did. So much of their goodwill and credibility is tied up with their associations with the free modding community. With paid mods, they might make some short-term gains, but they would lose the support of huge numbers of modders who have kept their games alive over the years.
I'm aware that paid mods have been a thing for a while, and I was mostly referring to Bethesda in this case, simply because the modding community for Bethesda games is so incredibly strong. I completely agree with you that it would be foolish for Bethesda to support paid mods again, and I think Super Bunnyhop (in his "Mod Monetization Madness" video) offers up very good reasons why Bethesda should not support paid modding.
People say, "Oh, but free mods can still be a thing," but to those people, I pose this scenario: Eventually, people who have been in the modding community for a while and feel as though mods should be free will leave modding, as all modders do—again, eventually. People coming into modding will see the paid modding option as "normal," and as a result of that, I strongly believe we will see a gradual shift towards paid mods and a decline of free mods. The bottom line is that most people, if they see an opportunity to make money, will take that opportunity, and modding is no different.
GECK mods will not work on console as the console has issues with Fallout 4 as it is with reading its own files, nonetheless reading conflicting files. I can bet that Bethesda will cancel modding on consoles after the GECK release.
So how much do you know about modding? Not much?
Making a mod that works on consoles will be extremely easy. Almost any mod that has ever been made, ever since Morrowind, can easily work on the consoles just fine. That part isn't going to be hard at all, and it has been confirmed that most mods will be accept-able for console owners. There's only four (obvious) types of mods that won't be accepted.
1. Adult.
2. Copyright (Ex. Portal Guns).
-Note: It was noted that Microsoft will allow Halo-based mods for Xbox players, due to obvious reasons.
3. The consoles won't handle it. (Too much stuff, better graphics, etc).
4. Requires a 3rd Party Program (Script Extender for example).
Which may not seem much, but it means a lot. From all of the mods I have for Skyrim and Morrowind, around 80% of them are NOT in these four areas, and for the most part. The mods that ARE in these areas are in #3 and #4 spots. (Script Extender does wonders).
From what I've seen and heard, the mods are going to be freely handled... As in, there isn't really a checking system going on. Just a report system. Basically, if a mod is added and it does break one of these rules (mostly 1 or 2 spots), then it'll be removed. Mind you, just from what I've seen. This is most because it is easier to allow mods to be freely added than to try to have them all go through security.