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Hoi4 pdx modding

Skill Fostanico/hoi4-ai-modding-skills/skills/hoi4-pdx-modding

Portable AI Agent Skills for building Hearts of Iron IV mods from natural-language requests

Install
npx -y skills add Fostanico/hoi4-ai-modding-skills --skill hoi4-pdx-modding

Assembled 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

Implement, explain, refactor, and validate portable Hearts of Iron IV mods written in Paradox/PDX script. Use for descriptors, scopes, variables, arrays, events, decisions, focuses, ideas, characters, history, on_actions, GUI/GFX, localisation, AI, performance, compatibility, version migration, logs, encoding, or cross-file identifiers. Works from natural-language requests and verifies version-sensitive syntax against the target installation.

SKILL.md

7.2 KB, ~1.5k tokens by cl100k_base, as published. Nobody here has run it

HOI4 PDX modding

Establish the target

  1. Locate the actual mod root, launcher-side .mod file, descriptor.mod, and repository guidance such as AGENTS.md, CLAUDE.md, GEMINI.md, or a project technical handoff. Project guidance overrides generic examples.
  2. Record the target HOI4 build, DLCs, dependencies, load order, and whether the work is a standalone mod, submod, compatibility patch, or vanilla override.
  3. Inspect replace_path and the active playset before assuming vanilla or a dependency supplies a database.
  4. Search definitions and callers across the target mod before editing. Treat identifiers, paths, sprite names, equipment archetypes, and localisation keys as case-sensitive. Localisation entries must use key: "Text"; key:0 "Text" and every other numeric key-version suffix are errors.
  5. Read the affected feature's names, descriptions, options, tooltips, scripted localisation, GUI text, and character descriptions before inferring its purpose. Build the code-to-visible-meaning map in semantic-intent-audit.md; never infer proper names or gameplay intent from IDs, filenames, or variable names.
  6. Use the Wiki to understand concepts. Prove uncertain fields, scopes, tokens, and file layout with the installed build's generated documentation, current vanilla consumers, and exact dependency version.

Never require the user to know PDX syntax. Translate ordinary-language goals into scopes, lifecycle, content objects, files, identifiers, visible behavior, AI behavior, compatibility assumptions, and tests. Ask only questions whose answers cannot be discovered or safely defaulted.

Select references

Use sibling hoi4-content-builder for end-to-end construction and templates. Use sibling hoi4-review-debug for diagnosis, adversarial review, migration, performance analysis, and runtime testing.

Implement safely

  1. Convert the request into a content contract: caller, starting scope, visible result, AI behavior, lifecycle, DLC/dependency gates, IDs, assets, save impact, and acceptance tests.
  2. For existing content, derive the visible result from the actual localisation and scripted-localisation consumers. Reconcile their promised names, dates, costs, cooldowns, and failure behavior with project guidance and code before editing.
  3. Trace scope from each real caller through scripted effects, triggers, events, decisions, on_actions, and GUI callbacks. Guard optional scopes.
  4. Reuse tokens proven in the current target. A generated modifier proves engine recognition, not that every consumer accepts it; require a working consumer for database-specific fields.
  5. Create definitions before consumers and wire the complete dependency chain, including localisation, GUI/GFX, assets, history, AI, and lifecycle cleanup.
  6. Preserve unrelated changes and stable flags/variables unless an explicit migration plan covers old saves. Prefer event-driven or batched updates to global daily scans when behavior permits.
  7. Treat copied templates as parameterized skeletons. Replace every placeholder and revalidate against the target build and dependencies.
  8. Update the mod's canonical technical documentation and current development handoff in the same change. Add readable comments at file/subsystem boundaries and around non-obvious scope, state, lifecycle, performance, compatibility, and engine-workaround logic.

Validate proportionally

Run the bundled validator against the target mod or explicit changed paths:

& <SKILL_ROOT>/scripts/validate-hoi4.ps1 -ModRoot <MOD_ROOT>

Then search for stale/sample IDs, duplicate definitions, missing localisation or GFX links, descriptor/load-root mistakes, conflict markers, and encoding violations. Run the repository's diff/format checks when available. Inspect a fresh error.log; fix the earliest parser error in each file before cascades. Treat current technical documentation, handoff evidence, and meaningful code comments as part of completion, not optional cleanup after the code works.

Static checks cannot prove scope, timing, GUI interaction, AI choice, history loading, or asset rendering. After static validation, use the sibling runtime test workflow, which must ask the user before controlling Steam or launching the game. Report static and in-game evidence separately.

After a game update, rebuild the installed documentation inventory with an explicit game root:

& <SKILL_ROOT>/scripts/index-vanilla-docs.ps1 -GameRoot <HOI4_GAME_ROOT>

What ships with it: 20 files

133.9 KB alongside SKILL.md, 2 of them executable

agents/

scripts/

Keep looking

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