I would have thought that that was obvious. Take, for example, the distinction: Mount & Musket = Mods, Napoleonic Wars = DLC.
Meanwhile, the version of (for example) Wet and Cold on the Workshop for money was functionally identical to the free version on the Nexus. And the author didn't get hired on by Valve to make an official expansion of the game along the same lines sans the elements which require SKSE to work.
It's not difficult to understand. One's officially a part of the vanilla game and (effectively) produced by the developer working alongside the person or team that made the original mod, adapting it so that it stands alone with the vanilla game. The other does not directly involve the developer in anything except lining their pockets and does not remove dependencies on other mods. It's not paid modding, it's a company recognizing talent with good ideas and hiring them to officially integrate their ideas into the base game.
e: Gods above and below, I just realized. We made it through an internet shitstorm without anyone getting their ickle feelings hurt and bothering Tarn to delete posts, despite a lot of us (myself included) getting fairly heated. Good show, everyone!
I have some bad news for ya.
I removed some comparisons and so on that were causing issues. Please try to keep things in perspective.
Shh, I was trying to ignore that.
They're going to wait for people to forget and then try again with a new game that doesn't have a large, established community. I doubt it'll be Fallout 4 -- Bethesda's press release a little while ago threw Valve under the bus on this, and I doubt that they're going to want to touch the idea with an 11' pole now.
How so?
In our early discussions regarding Workshop with Valve, they presented data showing the effect paid user content has had on their games, their players, and their modders. All of it hugely positive. They showed, quite clearly, that allowing content creators to make money increased the quality and choice that players had. They asked if we would consider doing the same.
"It was all Valve's idea, they came to us and told us it was a good idea that would make things better for you!"
Three years later and Valve has finally solved the technical and legal hurdles to make such a thing possible, and they should be celebrated for it. It wasn’t easy. They are not forcing us, or any other game, to do it. They are opening a powerful new choice for everyone.
"Valve were the ones pushing to get it working!"
Opening up a market like this is full of problems. They are all the same problems every software developer faces (support, theft, etc.), and the solutions are the same. Valve has done a great job addressing those, but there will be new ones, and we’re confident those will get solved over time also. If the system shows that it needs curation, we’ll consider it, but we believe that should be a last resort.
"...because they were their problems to solve, after all."
The remaining is split 25% to the modder and 45% to us. We ultimately decide this percentage, not Valve.
This was the only point where they admitted fault at all, and then they proceeded directly into further damage control a la:
This is not some money grabbing scheme by us. Even this weekend, when Skyrim was free for all, mod sales represented less than 1% of our Steam revenue.