Here will be where modders can put their final fantasy 7 remake mods when they can add mods to the game. It will be locked till there are actual mods to be added to this thread.
Nude mods when?
Not soon.
Why not?! There are tons of tools out for Unreal Engine modding!
There are tons of tools out for default Unreal Engine modding. KH3, for example, is mostly default UE with a few adjustments. It is not a major undertaking comparatively to figure these out and make the corresponding edits to the 'basic' tools.
7R, however, is built around a crazy-ass Frankenstein UE 4.18 build that has grabbed individual modules from as far forward as 4.27 and then gone ahead and made custom edits to those. It is, in short, the kind of absolute mess only SquareEnix-class madlads are capable of.
But there are lots of other mods out already!
Yes, and they are all basically either:
reference swaps to already existing assets
injector memory hack type texture swaps taking advantage of the fact that dds files of a given dimension and block compression type all have the same file size
minor UE config type stuff that people have found to work (and people sure have found a lot more that don't work due to the weirdness of 7R's UE customizations)
They don't involve any sort of deep structural understanding, just essentially swapping things around and setting config options, and don't represent any notable intermediate progress towards arbitary model loading. It's nice to have them, but it's an entirely different branch of modding.
What is it going to take to get nude mods?
The usual; understanding the game data structures well enough to produce valid arbitrary asset files the game can load without glitching the fuck out. Or put another way, it is going to take enough people who:
can read something like "FF7 Remake has an additional vertices block at the end of FSkelMeshSection4 (a lot like KH3), custom conditional loading of AdjacencyIndexBuffer, ClothVertexBuffer, and ColorVertexBuffer at the end of FStaticLODModel4, another huge block of additional custom data at the end of FStaticLODModel4 among these buffers for major game models (probably for custom corrective morphing, judging by content), an additional field for serializing in FStaticMeshLODModel4 buffers between ColorVertexBuffer and IndexBuffer, custom handling of FColorVertexBuffer4 (it's direct serialzing of bulk data that isn't making use of Stride and NumVertices fields), and even more custom stuff in the properties, which could be Kine Driver data or god only knows what but by this point my eyes glazed over and I stopped" and actually understand it.
having read and understood 1. are now not running away screaming from the prospect of getting involved in the project given what a ginormously tedious pain in the ass it portends to be
have lots of free time and enjoy staring at hex editors
insert whatever personally relevant religious metaphor here. or not. you do you
tl;dr: Not soon.