>> The problem with user-created content (mods) is that it requires substantial expertise and commitment to create. If the learning curve is steep, most people will give up. Hence, you want to provide a
>> possibility for people to contribute in a way that requires very little in the way of learning and returns quick results, and then people can learn more about the system over time and start contributing
>> more in-depth. In 3D games and modeling, texture modification is a typical example of this - it allows you to customize characters and clothing without knowing much about modeling.
I agree, the biggest bottleneck for modding is the creation of new characters and scenery.
Of course scripting should be as user friendly as possible, but to add visual novel's (or stories) it should be easy to add new characters and scenes as well.
Because the scenes and objects in e.g. the Unreal engine (in most cases) use their propriety editor this is not really an option. We have done some research into if it is possible to open the Unreal engine more (it is open source

), but found out that this results in legal issues so we abandoned that path. I am not saying modding is not possible with Unreal, but it either requires using either the Unreal editor (high learning curve and making debugging mods hard) or building a custom editor from scratch (a lot of work, need to update with each new version of uengine).
So we are going for something that allows modders to easily add content without knowledge of 3d editing and texturing.
(More advanced modders can also import objects in .obj or .fbx format.)
Scripting is important but also requires programming knowledge as well. Therefore we are taking a more intuitive approach that allows for character customization without the need for scripting.
(More advanced modders can add scripting of course.)
All in all modding should be easy to step into and to use more advanced features along the way.