Platform pros/cons aside, is there a reason aside from $_$ that mods are technically not feasible for consoles? According to the guys making Skyrim, apparently not. Rather than trying to guess what the eventual fate of console mod possibilities are, we could come up with good ways to draw Sony/MS attention to gamers wanting access to mods on console.
Speaking for myself, if I had all three platforms I'd only get Skyrim for PC since mods are confirmed. If Sony/MS knew that a player would switch to PC over this, would it push them towards console mod support? I think so.
One day I'll get a PC gaming rig & never look back, if the unnecessary disparity between Cons & PCs remains.
Mods in general or *all mods*?
There are mods that would work, especially mods that add very little extra graphical or cpu-intensive content. Things like simple stat adjustments or new buildings that don't add too much for the consoles to handle. We have to remember that the engine was overhauled and optimized so that the 5 year old console hardware could handle this game, meaning the console versions will basically be close to the limit. Add too much and the framerate will go downhill. But there are
many mods that simply would not work on consoles, period, including:
- Anything that adds a lot of graphical content (high res textures, high poly meshes, more grass objects, many new objects in citites, etc)
- Anything that adds a lot of content that strains the cpu (large amounts of npcs and objects, lots of scripts, etc)
- Anything that requires a script extender (there are so many cool mods that require OBSE)
- Anything that modifies game files like INIs
But also remember that no matter what if you want to
make your own mods (which is half the experience of TES games imo), you will need a PC capable of running the game. If you have that, then it doesn't make sense to get the console version.