So I'm here to address and issue which I think is important. There are always a lot of request threads and certainly more at the start than any other time. Well to you people I see making all the requests I say..... have you considered doing it yourself?
The most common argument against taking up modding is I don't have the time. It's true we all have jobs, school, friends and family to deal with. But if you're a TES fan then you must be spending some hard core hours on this game. Even if its only a couple a day that time can be invested in making a mod. Sure there are cases where it won't be possible and that's cool but in others it may just be an excuse not to take on something, usually out of fear of failing. But with a can do attitude, help from the community and just a bit of motivation anyone can mod and mod well. So how to get started.
1. Know what you want to do. Modding is a big area which involves, modelling, texturing, scripting and building in the CS. Knowing what you want to create at the start is going to help you know what you do and don't need for your project. If you're thinking of building a quest which will only use resources which already exist in game then you only need to know your way around the CS and skip all the modelling and texturing lark.
2. Start small. Getting a modding team together is tough and keeping it together can be harder. Remember those jobs and lives we mentioned earlier? Well when you're working around more than one person's then it gets difficult. So think small at the start, release something, get feedback and then build on it creating updated version with your new content. Some of the biggest and best Oblivion mods were developed this way. This way you can have targets which you can attain on your own and have the satisfaction of having a product finished to show to the community.
3. Learn. There are lots of tutorials for using the various softwares out there and even though the Skyrim CS isn't out yet you can get your feet wet using the fallout 3 or fallout new Vegas tools. I imagine it will be very similar all around. Learn and practice. It'll be a long time before you likely see any of the actual mod you want to create in a file but every step along the way is a small victory.
4. With regards to making armours, textures or anything which needs to be imported know your tools. It's pretty much the same as for the CS get in there and start learning. Blender is a free program and while it has a difficult to master UI it can do some amazing things at no cost. Same goes for gimp. Blendercookie.com is a great place to start learning blender and there are plenty of max and photoshop guys here who can point in the right direction for similar sites for those respective softwares.
Try something small at the start, just play around with a texture in gimp or photoshop and re-expport them then try a weapon or an object, something which doesn't really need rigging before going the whole hog with a new armour set.
Seriously, a few years ago I looked at mods and thought "I could never do that." Now the mods I have released represent my earliest work in the area of 3d and digital art and I've come a long way since then. Anyone can do it if they really want to. Jut don't be afraid to have a go.

http://geck.gamesas.com/index.php/Main_Page
, once youve started you cant stop!