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Mods are mostly number tweaks. Sony doesn't allow the use of external assets. Meaning modders can only use what's already in the game.
Thats very very misleading. The only things you wont see in many ps4 mods is complete new graphics and sounds.
Scripts can be repurposed to do most things you can do on other consoles without use of F4SE. This just much harder to do and requires the modder to have more of a background in coding, to know how to select several scripts that contain bits they want, in order to chain them together in a quest (not playable quest, but background) in order to achieve something different from what was ever done in the vanilla game.
There is also limited things you actually CAN do with graphics on PS4 as well, but again, most people arent doing the extra work to make mods specifically to get around sonys restrictions, so you wont see much of it. I have a bit of that in my PAWA FAQs on Beth.net where ive created 22 new types of Power Armor with visual differences from existing ones. As well as 88 decals, 101 new paint jobs, each with their own abilities, and collectibles in the CW for them as well. I have a very of this mod out currently but it doesnt have all the visual changes, as we are still working on all the bounty hunting quests and new factions that go along with this. I test and play on PS4, so i know it all works just fine.
Im also nearly the end of creating a new interior settlement mod that adds a fully automated junk recycling plant, as well as a couple different types of arcade games that give rewards and such (namely plinko and skeeball, and no, not the derpy skeeball from Nuka World, that was done very lazy by bethesda..)
Again, the reason you dont see a lot of this on PS4 is NOT because it cant be done, but more that, it takes extensive knowledge of how the game uses its assets and how we can manipulate them as we see fit to create much the same effect (if not outright the same) as some other mods, at less than a fraction of the mod size.
At TC, its also worth noting that apparently some asia regions never got the CC update to the game, so mods made after this, that edit instance naming (for new legendaries, armor/pa/weapon prefix or suffix) may not appear correctly due to your .esm never being updated to have the changes made by the Creation Club update. So if any naming on armor or weapons or whatever shows up with the wrong or weird prefix like "blue" when you can tell thats wrong. And you are in that region, that would be why. Just thought i would add that as many people dont see to know this and it was brought to my attention recently. A mod author can fix this by creating a patch with an older version of the game and Creation Kit, by downloading the old repository via some steam commands.
3lric from Bethesda.net List of all my Fallout 4 Mods Here: http://bit.do/3lricsMods