In response to post #8520473. #8520554, #8520573, #8520735, #8520790, #8520881, #8520916, #8520930, #8521049, #8521225, #8521441, #8522080, #8523294, #8523535, #8523989, #8524162, #8524596, #8525045, #8525764, #8527023, #8527915, #8528065 are all replies on the same post.
Modding isn't easy. Hell, in almost all cases, it's harder to add content to an existing game than it would be with the official development tools.
If you work at a game studio making a AAA game, you have complete access to all the details of the game- the source code, models, design documentation, textures... and all of that comes with extensive documentation.
Then you have specialization. I'm talking about massive teams of people, each focusing on different parts of the game- designers, programmers, modellers, managers etc. You don't have to worry about figuring out sun glare, that's Tim's job. No need to perform months of designing dungeons, that's John's job. Bugs? The testing team will hunt them out for you. Who cares that you suck at writing dialogue, Susan is an accomplished fantasy novelist- just pass the quest outline over!
These other people also help you- experts in their areas, people who know exactly what their parts of the game do and will gladly explain them to you. They are just a couple of cubicles/desks down from you, and you can have face-to-face conversations whenever time permits.
It doesn't matter that a lot of the work he did was building on existing content- that's EXACTLY how the development studios work. He did more than any individual at the studio did, with fewer resources than they had access to.