"You're going to need to provide more than this to get serious interest. Okay, you've got a big idea for a mod that promises to be interesting at least. Consider me interested. Here's the problem; Most people are all too-aware of the large number of mods or even full games that have started with fantastic ambitions and attracted oodles of hype but fallen apart because nobody on the team has ever worked with anything more advanced than Lego, or because the leaders had nothing to offer but encouragement and/or abuse for the rest of the team. This is the reason I haven't done any canvassing for my Vault 28 project despite knowing that I'll never be able to bring it to fruition alone - because I know that I need to be able to prove myself first. In other words; what are you going to bring to the project? And if all you have to say is "ideas", then be aware that you are basically declaring open paddling season on your buttocks." You sir are my kind of person. I fully agree with everything you have to say. I don't want to talk about all of my ideas partly to avoid being branded as the sort of person that would abandon a project like this after building a s#*!-ton of hype and partly because my partner and I are still figuring things out as we go along. My partner has some experience in the GECK with building interiors. He doesn't have a lot of time on his hands and he is in Germany so it is difficult to make progress on the mod. I confess that I don't have any experience with building in the GECK, but I will pull my weight by writing dialogue and text documents, taking care of the mod's nexus page, and (when necessary) recruiting people. We are not super organized, we do not have everything figured out, but we to try to build something for everyone.