I've been asked how to get started modding for Oblivion.  Here is my answer:

#1 - You have to have a vision of what you'd like to mod.
#2 - You have to be interested in doing what it takes to realize your vision.
#3 - You have to have time and patience.
#4 - You should really read what other's have learned and posted (tutorials, guides, pinned posts, etc.)

I have a masters degree in computer science and have been interested in photography for almost that long as a kinda side-hobby. Having all those digital pictures required me to learn how to manipulate them. I used Paint Shop Pro since version 3.0 and have "collected" and read tons of tutorials on techniques, best file types, compression, printing, etc.

I also learned (due to being interested) programming languages, database design, web sites, etc.

When I got interested in Oblivion, it was initially because I like ancient weapons and armor (not push-button warefare). I discovered TESSource.net and tons of mods to choose from. I downloaded and installed everything that interested me....until my save games began getting corrupted which made me seek out a better solution to managing mods...I found Oblivion Mod Manager and have never had a corrupted save game again by converting my favorite mods into OMOD format.

As I was learning OBMM, I began writing tutorials (since there was a lack of written material in this department) and eventually, the OBMM HowTo site was born.

I then wanted to try my hand at how to get new armor into the game and figured out how with the Dragonbone Armor Set which used a modder's resource that only required me to put the equipment together, set stats and I also added a few spell effects.

Shader Effects and  lighting also interested me when I found a mod called Crystal Balls but it seems unrefined and unfinished but a very good start.  I examined that mod to see how things worked and created my own to see if I could do it and thus, Lamps of Oblivion was born.

Eventually I learned how to edit existing textures and create my own which was the Apophis: Armory of the Silver Dragon mod. I was quite happy with it because I took my favorite armor and weapons and created custom sets that appealed to me with different characters in mind.

The next big mod I tackled was Lost Paladins of the Divines and it involved quite a bit more than just re-texturing. I've learned how to script, create NPCs, quests, movie cinamatics, add new creatures, etc.  And as a matter of fact, it was the first mod that I collaborated with another author.  It was originally started by Jerros as a new suit of armor dropped into a fort but Jerros had some technical difficulties and pulled the mod (was called Armor of Heaven's Wrath).  His next mistake was to ask me for help.  That's when I took on the role of the "Construction Set" guy and kept throwing ideas at him and we played off each other coming up with cool ideas by adding a background story, custom creatures, scripted events, sound FX, etc. We started work on it just before January 1, 2007 and released version 1.0 on April 19, 2007.  It was well received and we started the idea wagon again and came up with more armor sets, creatures and storyline.  Another modder came on board and helped with 3D models.  Twas a great mix...Construction Set guy, texture artist and 3D modeler artist.

While on a business trip to Boston on the week of August 27, 2007, I began playing with Blender (a 3D modeling tool) and seeing what I could do.  The more I do, the better I get and I am really having fun with it.  It is surprising how fast and easy it is to create a model, put a UV Map and texture on it and start playing with it in-game.

I'm basically looking to things that interest me and making it happen. Even if it takes forever since I don't have much time to play around...I must be patient. 

I hope you have fun learning your niche in the modding community!

LHammonds