Look, things are a little disjointed here.
First of all, people need set jobs. At the moment I don't think any of us know how to rig effectively, and I also don't think that we have a texturer now.
Therefore before we can do ANYTHING with this mod we either need to recruit such people or we need to learn how. And I can't since I'm already doing some modeling and scripting as well as doing schoolwork. Next, some organization is needed in the amount of armour, wepaons etc. we need. Design is probably the most important aspect of a mod. All NPC's should be pre-designed. There should be a list of weapons and armour needed, and we finish the lists. NOT just "hmmm, oh this looks cool, lets add it". That can work in some mods, but you need to have a general idea of the finished mod. Things like cities also need to be designed. I.e. how many scenes, where they are connected, where the NPC's are, how they are laid out, what props are used.
I think what I am trying to say is that as a scripter I cannot do everything. I don't have the time or energy to correlate items, to think up all the dialogs, to design and model all the cities, to design the troops and set all their stats. Also I would have to edit the troops every time a new item comes out. I mean, for heaven's sake, I seem to be expected to create names for everything.
I am not meaning to be critical, and I am NOT going to leave the team except for if the mod dies. I just think that if the mod is to survive it needs a bit more organization.