Do you mind if I pick and choose? Some of these questions are broad enough to write an essay about
1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
How excited I get about it, basically. When coming up with my own ideas, I usually let them simmer for weeks or months, and if I'm still interested after that time I may go ahead and take the first steps (planing, or messing around in the CS). When looking at a team, I also look at how well the team is organized and how excited its members are about the project.
2. What kind of information do you need when doing a mod?
What the mod is about, who is working on each area, how its structured, what is already done and what still needs doing.
3. What kind of knowledge do you need when doing a mod?
Depends on the mod.
4. Where do you find this information?
For construction set stuff, the CS wiki, the CS forums, and the TESAliance. If I can't find something, I ask my network of friends/acquaintances/coworkers.
5. How did you learn how to mod?
Muddling about in the CS, mostly. I skimmed the My First Room tutorial and the official ones by Bethesda, but I either did not understand or did not have the patience to follow them. After those basics I basically just started doing stuff, failing horribly at first but eventually learning from my mistakes.
6. How do you share information and ideas with other mod team members?
Answering other people's questions when they come up. I've also written a few guides and tutorials.
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
Primarily instant messaging, like IRC, msn, or the chatbox built into some forum software. I try and answer forum posts, as well.
8. Do you find it helpful to know more than one aspect of modding, such as modeling?
Yes, immensely. I was making an interior/exterior expansion the other day and decided that it would be neat to have a custom candlestick, so I popped into Max and made one. Such a request would probably not have been fulfilled by the community, and certainly not in 30 minutes. Its awesome to not be restricted.
9. How do you approach the work involved in making a mod, either alone or as a member of a team?
Not sure what you mean by this question. Modding used to be my primary leisure time activity, but now I only do it a couple hours a week (due to college). I try to prioritize and do the important stuff first, but I will admit that I get distracted and work on goodies when fancy strikes me. I try to do non-CS stuff, like planing and writing, when I don't have access to a modding computer so that I can dedicate available modding time to actually modding.
10. Do certain parts of the mod have to be done before others?
Definitely. In my experience, I do exteriors first, then interiors, then NPCs, then dialog and quests. Once basic groundwork is laid parts overlap, for instance, I might be working on the interiors of a town as I detail the exterior.
11. Can you describe the normal processes you go through to create a mod?
Too long to list, really
The idea comes first, I think about it for a good long while and refine it. Then I start playing in the CS - if I still like the idea, and if its feasible, I move it to a mental active project status. I usually do a variable amount of consecutive days of work on a mod before taking a break and tackling something else (be it another mod, some art, writing, website maintenance, etc.)
[edit] Gah, theres a whole 'nother part!
1. What kind of software knowledge do you need to create a mod?
Intermediate Construction Set knowledge is essential, everything else is optional.
2. What are some of the things you should know before you begin a mod?
Whether its possible. How hard it is to do. Whether someone has already done it.
3. What are some things you need to consider when working with a team in a group project?
How much time you have to devote to the mod. What has already been accomplished, what needs to be accomplished, and whether your skillset is necessary. What the atmosphere of the team is (serious and goal-based, friendly and casual, etc.). How well the team aspect of the mod has been thought out, and how it can be improved (e.g. how communication happens, who is in charge of what, etc.).
4. What kind of conflicts or problems are common when creating a mod, either as an individual or in a team?
Allow me to comment on the team, since thats what I have the most experience in. People who join and don't contribute anything (with an optional "omg i so awesome i can model and texture and make quests" before disappearing). People who can't abandon their ego and personal ideas in favor of the team. People who don't do the research and ask dumb questions, or suggest things that are not within the scope of the team. In terms of conflicts, its mostly about the scope/nature of the mod and how it should be organized and lead. Deciding who should work on what can also be an issue, as can merging everything together.
5. What kind of resources do you need to create a mod?
Depends on what you mean by resources
I'd say people and ideas are the most important ones.