But usually, here's what you need to garner interest.
Know-how and experience with the mods you're going to use from a players POV.
A readied youtube tutorial on how to get started and familiar with the tools to mod, as well as the game's file structure, keeping some knowledge that is too autistic to a minimum.
A walkthrough, playthrough, or review of these mods, making sure to comment on synergy, immersion, and implementation, followed by simply highlighting the better parts of gameplay the mods enriched the experience with.
Links to the mods, a list of those links, and the common sites they're hosted at for people to bookmark.
Always affirm that despite your refined tastes, you don't know jack shit, because you never made a mod yourself beyond the barebones player created content, like portraits, and minor texture replacers without bumpmaps/recolors, nothing coded or anything like that.
And mostly importantly- bug-reports, can't stress how important it is to just mention how X has fucked X because you/I did X so this is the workaround/use at own risk.
Always assume the audience is retarded. But it's best to forget about these things, and just do your own, because likely chance is they'll install proprietary modding software, suck off the steam workshop, and install FCOM like the subhuman scum they are. You really need to consider the consequences of pandering to normies.