The first six months after a Rockstar PC release are primarily just waiting around. Tools take time to develop. We work through what we think will show up, in what sequence, based on every Rockstar release that came before it.
The wider release-and-modding question is covered in the PC release piece.
Tier 1: archive editor (week 1)
An OpenIV equivalent, meaning the program that can open Rockstar's RPF archives. Either a successor to OpenIV, or OpenIV itself being updated to support the new format. Shows up within days of the PC release.
Mods cannot be made without an archive editor. This is your unblocker.
Tier 2: script support (weeks 1–8)
A ScriptHookV equivalent, which allows script mods to run. Texture replacement, vehicle replacement and simple tweaks become possible.
GTA V mod authors who released early in the life-cycle tended to be script-modders. The same is likely here.
Tier 3: graphical map editor (months 3–12)
A CodeWalker counterpart - a graphical map editor. It takes longer since the file format needs to be reverse-engineered first.
Map modding without a graphical editor is limited to whoever can manually edit the raw XML. With one, the scene expands.
Tier 4: 3ds Max / Blender plugins (months 6–18)
Authoring plugins for the new format. Once these are created, you can start making custom 3D content at scale - new MLOs, new structures, new cars.
Plugins follow the editor; modders want and need both. Creator-side tools like calculators, region planners and RP economy planners have typically existed alongside the modding pipeline rather than inside it; GTA 6 planning tools is where that broader group collects.
Tier 5: full conversion frameworks (year 2+)
Multiplayer modding platforms - FiveM and RAGE MP equivalents - develop further in year two. Large map conversions begin in year two and continue shipping over the following years.
The majority of big GTA 5 mods didn't launch until 2018-2020, five-plus years after the PC launch. A similar multi-year timespan is likely here.