I doubt this is even possible, given the amount of middleware used in this game. You can't edit a head mesh without running into JALI bones. You can't modify flora/fauna without slamming your face into speedtree. You can't replace car engine sounds without bashing into wwise.
I just don't see how its possible to secure dozens of non commercial, third party sub licenses from middleware providers when there is no incentive for them to ever do so.
This is not even getting into the fact that wolvenkit already exists and is a WIP attempt to unify lots of different tools into a single workflow in one application for one game, so already an official toolkit is substantially repeating what wolvenkit already attempts to do. And this is not getting into the fact that a lot of mods are not made with wolvenkit anyway because its new and its internal logic is highly specific to Cyberpunk and so it doesn't have a massive repository of general problems, solutions, methods and tutorials which hex/noesis has.
If this is truly the case, then this venture is doomed from the start. If they can't surpass Witcher level modding capability because they rely so heavily on third party applications to prop up the engine, then the level of modability will be generally the same. And that's not going to cut it.
The reason I could even learn any of this at all, having no relevant skills at the outset is because there was already a giant army of people who did it this way before Cyberpunk was released. And they passed what they learned down to me. And I suppose its one of my responsibilities to pass down what I know to someone else.
There were times when people left to mod other games and it felt to me like there was a danger that if person x, y and z all left to mod RE Engine stuff, there would be no active member of the community who would be able to pass down knowledge to the next person about a specific problem they had a lot of expertise in and it would be lost.
It is appealing to think that a tool can be created that does everything and it can be supported in perpetuity and it will be so intuitive to use that it doesn't need an eye watering amount of documentation and that if you ask for help, there will always be someone who understands the problem and can guide you towards the solution via a workflow that exists entirely in one app.
I don't "think" anything. I "know" that if they can't GREATLY surpass the level of modability of their previous titles, then I also know that this is a colossal waste of time. If modders can't perform simple tasks such as importing custom assets, adding custom locations, creating a custom companion, or scripting a meaningful quest, then most aren't going to bother. Because what's left? Paint schemes and clothing/vehicle replacers/retextures. The very things I've said all along, simply aren't going to cut it.
This is magical thinking. I'm glad you mentioned creation kit because the reason games like Skyrim can be modded on the scale that it is, is largely because there is a giant army of people with very diverse skillsets and general knowledge about creation engine modding going back to the gamebryo days.
Yes. Skyrim's community of modders is quite large. But that has little to do with the "diverse skillsets", and more to do with the "general knowledge". And the reason for that is because of the power and intuitiveness of Bethesda's toolsets. The overall modding community was quite small prior to Oblivion. The Construction Set expanded the community exponentially. And then again with FONV. And yet again with Skyrim. And even yet again with Fallout 4. Suddenly, ANYONE could learn to mod relatively quickly, and with a powerful, intuitive tool at their disposal with which to learn to create the things they wanted in their game, using just stock assets if they didn't know Blender, Nifskope, Photoshop or GIMP to create and import custom components. MANY started in that very order. Learn the kit, make what you can, and if you were so inclined, learn a couple of third party tools to greatly expand your modding potential. No one taught me squat. Yet here I sit, modding in TWO expansive 100+ stage quests to Skyrim. And my third custom android race into Fallout 4.
If this game engine crutches that much on third party applications for everything it does, then it won't feed into the modding community in any significant way. This isn't "magical thinking". It's what they "need to do". Because again, "rudimentary" isn't going to cut it. CDPR cannot afford to just draw in "it's own little bubble" of modders from their previous titles. And only powerful, intuitive tools are going to draw in modders from the overall modding community. I've never modded a CDPR title in my life. But I DO want to mod this game. But if their toolset won't let me get into it neck deep right away without learning a half-dozen NEW tools outside of their kit, then I suppose you'll find me elsewhere. And I doubt many other "non-CDPR title" modders will bother either. Not if it takes that much effort just to do the most basic stuff.
I'm probably wishing for way too much though. (-_-)
I'm beginning to suspect I'm right there with you. There seems to be more folks pointing out what "can't" be done, than there are those pointing out what "can".