Second, it is a fact that Bethesda is idolized for their approach towards constructing non-linear worlds. Content wise, they are king when it comes to modularization of their assets which is actually referenced on the UDK site: http://udn.epicgames.com/Three/rsrc/Three/ModularLevelDesign/ModularLevelDesign.pdf (Secondary reference: http://udn.epicgames.com/Three/ModularEnvironmentCreation.html )
Although, upon studying the file structure of this game while porting some of the content over to UDK, I've come to notice that many redundancies will give rise. For example, Doc Michelle's house (meshes/scol/scolgsdochouse02.nif) has many external assets contained within such as the fence lining his backyard. In respects to that realization, many of the assets will need to be made modular once again within UDK.
So to conclude, I am in need of various artists to aid me in re-modularizing all of the content and porting it over into UDK - at the current moment. Once all of the assets have been ported, we will then begin the process of altering the content to best utilize all of the features contained within the UDK. For example, adding physics (ie making certain objects destructible) to any static mesh (such as the fence behind Doc Michelle's house) that would add more cinematic quality to the game. Or converting all of the architecture into procedural assets thus allowing us to generate many of the buildings with ease: http://udn.epicgames.com/Three/ProceduralBuildingsTutorial.html
If you would like to get involved with this project, please PM me directly and give me a detailed description of your skill set along with a list of whatever applications that you use as well as a few examples of your past work so that I may assign you to a fitting position within our team. =]
Cheers, and remember this is just for fun!