Moderator note: I've merged this thread with the previous oneNo love for FO mods, Saurok?

Pff! Not after the last person who asked for help skipped town after I'd built the cells for them they requested! I once estimated that I have built somewhere in the region of 120 cells for cancelled/abandoned mods for other people.
Of course, when it's my
own mod that I can't be bothered to finish ... well, that's different.

I've only ever run one group mod project - ModTown 2006 (I think it was) for Morrowind. There was another thing called the Chain Letter Mod, but my memory's a little fuzzy on whether I was running that or someone else was and I just looked after it briefly. They were small scale endeavours - only about a dozen people involved, and honestly it was
insanely hard to keep it together. With very tight deadlines and cornered like rats in a trap, whips at their back the whole time, about 80% of the the participants got their contributions in on time. One or two submitted late and one or two dropped out. I was extremely lucky that they got finished at all, and if I had been even a fraction less of a bossy cow, it just would not have happened.
I've made something like 150 mods for Bethesda's various games, of which two or three could be described as "big" in terms of scale. I think I'd have to conclude that, overall, it is
always quicker and easier just to do everything yourself than to involve other people. If someone offers to make you something, great - just tell them to send it over but do
not rely on it. If you can pull resources from elsewhere (such as "modder's resources" textures and meshes), and ask people if you can borrow or adapt their scripts, then so much the better. It's just when you ask other people to actually help you that you're almost certainly dooming your own project to failure.
That more than anything is the reason you should do as much as possible yourself before even thinking about soliciting outside help.