So... for those of those making maps and gear... how does the creation work? Is it like a lego type of thing with pieces to move around and then put like a "street" or "park" or whatever texture over them? Do you create a wireframe?
I'm just curious how close the console version of the mods will be to the pc version. I know it won't be the same at all and will probably still be relatively VERY limited in comparison but I'm still excited about it and I don't intend to buy a pc to play this any time soon.
Regardless, I still play the base console game and enjoy it. It's a fun way to waste time, as a video game should be.
With custom maps, most of the ones that come out are literally modelled in 3D modeling softwares like Blender and Unity. They certainly not drag and drop pieces in an in-game map editor. They are designed the same way any video game is designed, which involves a lot of learning and practice. Working on it myself at the moment.
However, there is a mod (Dawg's Map Editor Mod) that lets you add pre-fab obstacles to existing maps, so people have been using an empty warehouse map to create their own layouts with said objects. It is limited, though.
As for custom gear, people edit the default textures in photoshop and then port them into the game by placing them in the correct folder. Luckily Easy Day made it convenient for us to do so in a semi recent update. Before that we had to literally rip and edit the game files using third party software which was a drag.
Lastly, when it come to console mods I am pretty sure they are just going to be integrating the skaterxl.mod.io website into the game so that console players can access community content at the click of a button. This will not, however, give those player access to mechanic changing mods like the stats menu, unfortunately. The only way for them to add that feature would be to code it into the game. I suspect they will eventually, as it's a highly requested item and arguably changes the game completely (for the better).