Hoi4 content builder
Skill Fostanico/hoi4-ai-modding-skills/skills/hoi4-content-builder
Portable AI Agent Skills for building Hearts of Iron IV mods from natural-language requests
npx -y skills add Fostanico/hoi4-ai-modding-skills --skill hoi4-content-builderAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
2 things to look at
- 22 days oldThe repository was created 22 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
- 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Turn plain-language ideas into complete, playable Hearts of Iron IV mods and advanced systems. Use when a user describes a mod without knowing PDX script, or requests events, decisions, focuses, countries, characters, ideas, MIOs, doctrines, raids, special projects, AI, OOBs, factions, diplomacy, GUI, map modes, localisation, models, music, or release packaging. Includes verified templates, multi-file kits, full workflows, and runtime-test handoff.
SKILL.md
5.1 KB, 998 tokens by cl100k_base, as published. Nobody here has run it
HOI4 content builder
Start from the user's idea
The user may describe only the desired fantasy or gameplay result. Do not ask them to design scopes, files, triggers, or syntax. Read natural-language-intake.md, infer safe defaults, and produce a concise content contract covering visible behavior, rules, AI, lifecycle, compatibility, assets, save impact, and acceptance tests.
Read target-repository guidance and sibling hoi4-pdx-modding references for
every affected system. Discover the game, mod, dependency, and playset paths;
never assume the paths or conventions from the machine that authored this
skill. Verify version-sensitive syntax in installed documentation and current
vanilla or dependency consumers.
When extending or repairing existing content, first read all affected visible
localisation and scripted-localisation consumers. Follow the sibling skill's
semantic-intent-audit.md
before translating IDs into a content contract. Identifiers are not evidence
for character names, narrative roles, costs, dates, or player-facing behavior.
For a whole-mod health, balance, UX, or improvement pass rather than one
requested feature, route to the sibling hoi4-review-debug skill's
improve-existing-mod.md workflow.
Choose a workflow
- New mod from an idea: build-complete-mod.md
- One feature in an existing mod: build-feature.md
- Advanced or cross-system feature: build-advanced-system.md
- Country/state/map history: build-map-history.md
- Collections, arrays, event targets, dynamic modifiers, or dynamic text: use-advanced-patterns.md
- Static-to-runtime validation: test-mod.md
- Versioned distribution: release-mod.md
Use system-coverage.md to route any beginner or advanced feature and advanced-engineering.md for architecture, performance, compatibility, save migration, and tooling.
Reuse verified resources
Start from assets/templates/ for one object and assets/kits/ for a proven
multi-file dependency chain. Read template-catalog.md
before copying. Replace every MOD, sample numeric ID, path, asset, and text.
Templates are not permission to skip target-build verification.
Use scripts/new-country-scaffold.ps1 to generate a staged country tree and
scripts/generate-gfx-manifest.ps1 for deterministic sprite registration.
Generate into an empty staging directory, review the diff, then merge only the
required files into the target mod. Never let a helper silently overwrite the
target tree.
If no verified resource fits, follow verify-template.md: check installed schema, at least one current working consumer, caller scopes, all dependent resources, and a minimal runtime test before promoting it.
Build the complete graph
- Establish stable IDs and file ownership.
- Map IDs to visible names, descriptions, tooltips, and promised behavior.
- Create definitions before consumers.
- Wire callers, lifecycle updates, cleanup, AI, and compatibility gates.
- Add or update localisation and visible assets for every player-facing path.
- Search the whole target mod for definitions, callers, stale IDs, and collisions. Preserve unrelated work and project encoding conventions.
- Keep a minimal runnable path first; add branches and optimization only after the core path validates.
- Create or update the mod's technical documentation and current development
handoff, and add readable contract comments to the implementation. Use the
base skill's
development-documentation.mdand the bundled documentation templates; documentation is part of the feature graph.
Do not stop after writing the central object. A focus needs effects and text; a GUI needs sprites, callbacks, and localisation; a project needs facilities, scientists, rewards, AI, and DLC gates; a country needs tag, definition, history, character, flags, and ownership planning.
Finish with evidence
Run the sibling validator and target-repository checks, inspect cross-file links
and a fresh log, and separate static proof from runtime proof. After static
checks, explicitly ask whether the user wants AI-assisted in-game testing. If
they agree and computer-use is available, follow workflows/test-mod.md exactly.
If they decline, provide the smallest manual test plan and do not open Steam.
What ships with it: 85 files
84.8 KB alongside SKILL.md, 2 of them executable
agents/
- openai.yaml392 B
assets/
- kits/focus-event-idea/common/ideas/MOD_ideas.txt172 B
- kits/focus-event-idea/common/national_focus/MOD_focus_tree.txt380 B
- kits/focus-event-idea/events/MOD_events.txt225 B
- kits/focus-event-idea/localisation/english/MOD_l_english.yml374 B
- kits/frontend-background/common/frontend/backgrounds/MOD_backgrounds.txt196 B
- kits/frontend-background/interface/MOD_small_background.gfx135 B
- kits/music-track/localisation/english/MOD_music_l_english.yml42 B
- kits/music-track/music/MOD_music.asset71 B
- kits/music-track/music/MOD_songs.txt110 B
- kits/scripted-gui-modal/common/scripted_effects/MOD_modal_effects.txt212 B
- kits/scripted-gui-modal/common/scripted_guis/MOD_modal_scripted_gui.txt355 B
- kits/scripted-gui-modal/interface/MOD_modal.gui955 B
- kits/scripted-gui-modal/localisation/english/MOD_modal_l_english.yml163 B
- kits/targeted-state-event/common/decisions/categories/MOD_state_event_categories.txt170 B
- kits/targeted-state-event/common/decisions/MOD_state_event_decisions.txt595 B
- kits/targeted-state-event/events/MOD_state_events.txt436 B
- kits/targeted-state-event/localisation/english/MOD_state_event_l_english.yml446 B
- templates/ai-division-template.txt222 B
- templates/ai-equipment-design.txt416 B
- templates/ai-strategy-plan.txt170 B
- templates/array-effects.txt396 B
- templates/bookmark.txt431 B
- templates/character.txt223 B
- templates/collection-effect.txt429 B
- templates/country-definition.txt149 B
- templates/country-event.txt347 B
- templates/country-history.txt369 B
- templates/country-tag.txt101 B
- templates/decision-category.txt161 B
- templates/decision.txt296 B
- templates/descriptor.mod123 B
- templates/development-handoff.md682 B
- templates/dynamic-modifier.txt630 B
- templates/event-target-caller.txt259 B
- templates/faction-goal.txt416 B
- templates/faction-rule.txt90 B
- templates/faction-template.txt198 B
- templates/idea.txt173 B
- templates/localisation-advanced/localisation_advanced_l_english.yml664 B
45 more files not listed here. See all 85 in the repository.