it's quite simple:
1. TW2 wasn't as popular as TW3, and therefore people
2. The REDkit was released 2 years after the game's release
3. The REDkit was kinda buggy and wasn't very easy to use, unlike skyrim's creation kit
4. TW2 is a more linear game, and therefore not adapted to heavy modding
1. Well, if it only came from popularity, why TW1 has more "complex mods" than TW2 to begin with ? Surely, TW2 was more popular than TW1.
2. 2 years might be exagerated, I believe it was released soon after the EE edition, but again, I don't have the dates in mind so you may be right. In any case, given the popularity of TW3 (which obviously means a lot of people were expecting TW3, and may have used their teeth on TW2 to wait), I'd still expect more work such as
Kingship of the Wolf.
3. Yes, because it's inherited from a Professional Tool. And given that it was not easy to use, I'd argue it WILL not be easy to use. Again, TW3 is not Skyrim, will never be, and you're yet again comparing a current-gen engine, constantly evolving, with a dying one. A big number of Fallout 4 mods, for instance, are copy paste of Skyrim. You should probably give CD Project Maturity before they can come close to this.
4. Neither is TW3, as it's still a very linear / not sandboxed game. There is still a lot of room for side quests in either game.
Things have changed today. people want to create mods and are yearning for better modding support, no matter what form it is, to make even greater ideas happen.
How have things changed today ? Modding and PC gaming are one and as old as one another. Since PC gaming exists, people have been attempting to mod it. Counter Strike was born from modding, as a very popular and known example. Modding was a lot more common 10 years ago than it is now. If anything, modding is dying, players mod less, and consumes video games more, like console players do. TW1 was modded more because it was released when people modded more. Nothing related to popularity there.
No really, I believe, like you highlight in your post by quoting Skaci-PL, that mostly, the RedKit is a matter of expectations and self entitlement. There is no way it can go well for CDPR : if they release it, we will see a few mods, because it will be either "too complex", or "too late". People will make excuses to explain why after whining so much, not much have come of it, like you did for TW2.
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and there you have it ladies and gentlemen !
@Nolenthar and @GuyNwah , as you can see, along the two quotes i provided from hundreds of quotes of respected modders, a better modding support including better modding tools, a REDkit 2 if you will, is a necessity.
this is not only to make the work of fellow modders easier, but also to open new frontiers and possibilities of modding, as well as appeal to new modders and other talented people with expertise.
honestly, i don't think it can be any clearer than this.
You're unfortunately not proving anything we don't already know. Yes, a RedKit will help modding : the real question is how modding TW3 would overall gain from it. What we would see then, that we don't see now, and to what extent. TW2 experience has proven that overall, we won't see that much more content than we already do. It will probably be easier for a few modders stubborn enough to learn the RedKit, but will it be enough ?
No, the reality is that a moddable game is moddable from scratch. Take the example of Never Winter Nights : the game came with a level editor, built straight into it. Arma is another example where the company aimed for Fan created content. TW3 is not one of those. CDPR gave us a tool allowing to uncook assets and recook them. Editing the proprietary format which are .env files and other Hairworks file were not part of the deal, so we couldn't exactly blame them for not telling us how to do. Technically, the reverse engineering made by Sarcen could probably become problematic if a guy started to gain profit from modifying proprietary assets (probably why Essenthy was smart enough to avoid any "donation button" with his mod). And for all we know, we have no idea how much CDPR want modders and competitors to know about their engines and its specificity.