Realistically, how difficult would it be to add mods to console (ps5, Series X|S)?

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So, I know the issue is more on Sony's end, but there are some games on ps5/4 that have mods. So, it's not impossible.
 
RedMod probably not that hard but requires to make a new UI for consoles since you can't just copy/paste files (most popular mods aren't using Redmod only).
Other mods with tons of dependencies (cybertweak engine, tweakXL, redscript, etc ...) probably far more complex.

+ mods creates a lot of problems, we already have to help a lot of players to delete/uninstall their game on PC, and sometimes even their savefiles to fix bugs related to mods. If I was CDPR, I would not release mods on console, it will be even worst with players with no modding experience that might not understand that mods aren't official and can break your game AND savefiles.
 
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Yeah, and to be honest, it would cost ressources, money and time because CDPR would have to check and test every single mod before allowing it on consoles... Ressources, money and time CDPR may not willing to spend right now.
For example, here for BG3... To be honest, seem like a pain in the ass process :
1. Only mods submitted to mod.io through the BG3 Toolkit can be selected for curation!
(please remember to remain respectful of mod authors who either aren't able to or don't have the time to make their existing mods compatible for console)

2. There are certain aspects of a mod that are not supported on console platforms. I'll list them below, but you can also check them out in our Modding Guidelines! -> https://mod.io/g/baldursgate3/r/modding-guidelines
- Mods that add/modify/remove shaders
- Mods that increase the amount of nudity or violence already present in the game
- Mods that fail our internal testing
- Mods that interfere with Booting the game or Managing Mods
- Mods that crash the game
- Mods that include unsupported file formats (.exe, .dll)

3. A mod author who wants to have their mod available on console will have to select the platforms when uploading the mod (in the Files section). Once the platforms are selected, the Community Team (hi!) regularly go through these mods and sends them over for internal testing. We also keep an eye on popular mods on mod.io so we can get these requested faster.

4. Should a mod pass testing, it’ll then be prepared for release on console and Mac! This is a manual process and mods will typically go live in batches as they are tested and approved, so make sure to keep an eye out on the mod browser for new mods. These mod batches can have different testing time frames depending on the number of mods being tested and how long they take to test
 
Yeah, and to be honest, it would cost ressources, money and time because CDPR would have to check and test every single mod before allowing it on consoles... Ressources, money and time CDPR may not willing to spend right now.
For example, here for BG3... To be honest, seem like a pain in the ass process :

How does it work for Bestheda games?
 
Hi guys, I just thought id make it clesr now is the best possible time for this conversation. Sony has been alot more lenient about console modding recently and even given Fallout 4 (after 11 years) External mod support on August 18th (see attached image) and with a AAA Dev and Game like CDPR and Cyberpunk 2077, im sure it wouldnt be too much of a debate with sony to implement granted I dont know the buisness side of these sorts of things, im sure alot of people wpuld be ecstatic, itd revive the game for a huge amount of people. What do we think?
 

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