Reposting from the first thread, with edits:
My only problem with mods on consoles is the community. The PC community is much more private and mature, and despite that we have quite a few jerks who flame mods and modders, as well as a huge number of people who make life hard for us by not reading the documentation, asking the same questions, asking us to change the mod to accommodate their personal desires, etc. This is not necessarily due to some sort of superiority complex on my part - many people choose consoles mainly for their plug-and-play nature, and because of this aren't familiar with the inner workings of the game. Only the simplest mods can be installed by dragging a file into a folder - and even those can conflict, or be dirty, or require an earlier/later/different version of the game. Its a lot to keep track of, especially when you don't have the tools and freedom of a PC. If the PC community only makes up 1/10th of the game, I hate to image how many immature, or simply unlearned, mod users there will be in the other 9/10th.
" Your Exnem bouncy boob mod broke my xbox!"
But you bring an excellent point, and let me expand a bit on it... not only it's taken A VERY LONG TIME for the modders to educate the mod users on how to use mods (all the mod loading tools notwithstanding), but also for the modders to educate ourselves on how to structure our mods to minimize conflicts and maximize efficiency. It really took off with Morrowind 10 years ago, then most of us went through Oblivion, then Fallout 3, then Fallout NV...
So, knowing that mods would work across platforms, can you imagine the chaos to the modding community if 4 million people (going by what Todd Howard said in re Oblivion console sales) are all of the sudden introduced to modding?
... and believe me, consolers
there is an education curve in both creating mods and installing mods that goes beyond dropping files on a folder.
So, DarkOne, if you are reading this, should it be come to fruition, one word for you, consolenexus