Quite right-- I, Yours truly, am literally an example of what is mentioned here.
Does your mod use custom fonts in Skyrim, Oblivion, or Morrowind?
If so, then your mod uses my work. No-- It uses my work. It does. Seriously. Myself and another person under the alias of ManaUser created the original reverse engineering research into the font format that those games use, and together we created the first public documentation of the image asset format and binary table structure used.
I could put the hammer on all those projects in a heartbeat if I so wished. I don't, as I did that work for the benefit of the greater mod community, as at the time there was simply no way to replace the fonts present in those games. Now there is, and as a consequence of that generosity, there are many font packages that can be dropped in. I call that a win for everyone.
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I even have public attribution of such credit.)
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and here is where we did the actual work.)
This was when the NetImmerse engine was "brand new", when morrowind was an AAA title. All we had from Bethesda at the time was the construction set, the 3ds max 8 plugin, and the DDS converter. That was all.
EVERYTHING ELSE we had to make ourselves. Argent made MWEdit, a replacement for the construction set, and the antecedent for the later open source modding toolsets for Fallout, Oblivion, Skyrim, and pals. Faron made the Enchanted editor with insights from Argent, which was a very high-powered ESP and ESS file editor. Myself and ManaUser created the original font editing/creation software and file format documentation. The NIFLA (NetImmerse File Liberation Association) group exhaustively documented the netimmerse NIF format, which enabled mod making tools for the plethora of NetImmerse engine games that came later, including open and free file converters to-from NIF format.
The community was able to grow on those contributions BECAUSE we donated our work publicly without demanding money.