@TDG
Projects only do as well as they have someone at the reigns who has an idea of game design and experience in getting people to work in groups, and able to coordinate them. Knowing a programmer, a scripter, a designer, an artist or three, and an audio tech, that still doesn't amount to much. Doling out tasks isn't enough, either. You need to know the right method in which to go.
Hence, you just can't really just start waving a flag that says you're going to do something, and expect people to jump for joy or even have some hope. I'm being brutally realistic, else you can go down the trail of half-complete mods and likely pissing someone in the team completely off. It's going to take some experience, particularly having spent employment somewhere in the development process (and being from a strong programmer-to-QA development team base would help a lot). Design experience would be of particular help.
You also can't really expect to pull out a big scale project to the point of a faithful sequel (let's be honest, if you're going to bill it as a fan made fallout 3, you might want to have it faithful) and hope to have the talent and coordination readily available to jump to your direction? What is going to attract these people to your project? Nobody decently capable and experienced is going to give the advertisement much credit, as I'm sure most freelance devs have worked for some vaporware project at some time or another and aren't willing to go through that experience again.
So, yes, I have to reiterate APTYP's original post. There really is nothing there to attract anyone to the project except for perhaps Bobbins-grade Fo3 fanboying for Fallout 3 (like how that fool decided that PayPal was a good idea to fund Sean Reynolds to make Fallout 3), or someone spontaneously deciding to join. From both a programmer's and designer's standpoint, I really would move onto reading something else than consider what looks like a waste of my talent and a lot of grief/drama in the making.
Think we're joking about this? I think it would be a safe bet that you don't even have a preliminary design doc written up, instead you're still at the "okay, I have an idea...now I need to find some people to make it for me" stage. No, seriously, that's what the first post screams. There's nothing really there to suggest you've thought beyond the initial mistake of advertising for help when the help doesn't have anything to entice them to essentially work for free.
Trust us, and if you do get into game development later at some point, you'll thank us. We're not saying this for our own sake.
PS: The skillz argument is a funny one. Nothing like stumbling blindly around and learning from scraps of someone else's work and a reference book and making more mistakes than anything else (especially if you try learning from someone else's mistakes), versus having a solid CS background, mentoring under others in work experience, gaining familiarity with designing by small and then large-scale projects of your own. There's MANY ways to do this - trying by starting a large-scale project from step one is frankly just STUPID. There's no other way to put it. I'll freely admit I don't know much about modern nonmilitary vehicles aside from ATVs I drove in Alaska. Do you think I'm asinine enough to try for a mechanic spot on Pimp My Ride (American vehicle restoring show, muchly impressive)? I didn't think so.
BOTTOM LINE: Until you've worked for someone else in a development capacity, there's likely no way you can lead it. It's not something that comes easily and is much different from fast food management, and if you don't have ties in friendship, then you'll have a hard time asking someone to work for free on your game. Find someone to apprentice with, preferably another mod already in the works, Fan Made Fallout or Mutants Rising I'd recommend offhand.