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Hoi4 review debug

Skill Fostanico/hoi4-ai-modding-skills/skills/hoi4-review-debug

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-review-debug

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

Diagnose, review, improve, balance, optimize, migrate, and test existing Hearts of Iron IV mods from source through an isolated in-game run. Use for whole-mod health audits, gameplay design/balance/UX review, error.log triage, Windows crash dumps/minidumps, parser or scope bugs, broken GUI/assets/localisation, AI behavior, performance, save/lifecycle risks, compatibility, version updates, template audits, regression plans, or user-approved Steam and game testing.

SKILL.md

7.0 KB, ~1.4k tokens by cl100k_base, as published. Nobody here has run it

HOI4 review and debug

Choose the evidence lane

  • Diagnosis: reproduce and trace one symptom before changing code.
  • Fix: identify the earliest root cause, repair the smallest coherent graph, and rerun the reproduction.
  • Existing-mod improvement: establish a whole-mod baseline, rank engineering and player-experience findings, obtain approval for subjective changes, then improve in reviewable batches using improve-existing-mod.md.
  • Review: report concrete findings ordered by impact with file/line evidence.
  • Gameplay/balance/UX: compare the implemented player loop, costs, rewards, AI, feedback, layout, and localisation against the documented player promise; use gameplay-balance-ux-review.md.
  • Performance: determine execution frequency and scope count before optimizing.
  • Lifecycle/save audit: enumerate create, update, consume, clear, reload, migration, and dependency paths.
  • Template audit: verify target build, placeholders, schema, current consumer, dependency chain, and runtime status.
  • Native crash diagnosis: ask for the exact pre-crash action timeline and governing jurisdiction, then follow the staged consent and confidence gates in native-crash-reverse-engineering.md. Never infer jurisdiction from language or broaden one authorization into static decompilation, tool installation, or live-process debugging.
  • Runtime test: ask for consent, isolate the playset, launch with -debug, run the smallest scenario, inspect fresh logs, iterate, and restore user settings.

Read review-workflows.md, field-tested-pitfalls.md, native-crash-reverse-engineering.md, mod-doctor.md, and, for missing or broken artwork, icon-audit.md. Also read the sibling base skill's performance-debugging.md, review-checklist.md, and localisation-deep-dive.md. For every existing-feature review, also follow semantic-intent-audit.md before accepting an inferred feature meaning. Use the builder's test-mod.md for runtime work.

Establish evidence

Inspect target guidance, version, dependencies, playset, git status, changed files, definitions, callers, and the newest relevant log. Use installed schema and current vanilla/dependency consumers for unfamiliar tokens. Distinguish parser errors, semantic errors, runtime behavior, and optional-media warnings.

For a crash, ask what the player did immediately before it before assigning a cause. Record the window, tab, or control used; pause and speed state; date advance; save/load; console and debug commands; GUI debug or hot refresh; in-session file edits; overlays; and whether a clean restart reproduces it.

Before judging or optimizing a feature, read its names, descriptions, options, tooltips, scripted-localisation branches, GUI labels, and character text. Map each code ID to its visible meaning and player-facing promise. Never identify a character or mechanic by transliterating an internal token. Treat any code/localisation disagreement as a finding to resolve, not as permission to ignore the localisation.

Use the read-only tools when applicable:

  • scripts/audit-hoi4-mod.ps1: build a cross-file health baseline covering event and scripted-object graphs, strong localisation/GFX/resource links, duplicate/orphan definitions, periodic hot-path heuristics, and comment coverage. When -GameRoot is supplied it also target-scans installed DLC interface trees and distinguishes same-basename texture extension mismatches. Treat heuristic findings as leads, not automatic edit authority.
  • scripts/analyze-hoi4-log.ps1: prioritize and compare logs.
  • Installed WinDbg/CDB: when a Windows crash package contains a .dmp, use the debugger read-only before judging the crash; follow the minidump workflow in review-workflows.md. Obtain explicit consent before reverse-engineering a native call path. If minimum analysis is not high-confidence, report the missing evidence and ask before verified Ghidra/JDK acquisition or deeper static analysis; ask again before launching or attaching to a live process. Do not install tools without user authorization.
  • scripts/audit-localisation.ps1: inspect BOMs, headers, suffixes, duplicate keys, colour markers, nested tokens, dynamic variables, and functions.
  • scripts/audit-hoi4-map.ps1: check map IDs/colors and history membership.
  • scripts/audit-vanilla-overrides.ps1: inventory overrides, replace_path, hashes, and migration gates.

Fix the first parser failure in each file before cascades. For every finding, state the triggering path, failure mechanism, user-visible effect, and smallest remedy. Do not apply conventions from another mod or old version universally.

When reviewing generated content, search for MOD, sample tags, example IDs, placeholder text, copied asset paths, unresolved localisation, and conflict markers. Brace balance alone does not prove scopes, lifecycle, AI behavior, history IDs, or GUI/GFX wiring.

Verify and hand off

Run the base validator, repository checks, stale-reference searches, encoding checks, and a fresh-log comparison. Static work ends with a consent question: does the user want AI-assisted in-game testing? Never open Steam, change launch options, alter a playset, or start HOI4 without that consent.

For every applied fix or refactor, update the canonical mod technical document, current development handoff, and readable comments for affected contracts. Review their accuracy alongside code and localisation before completion.

For a whole-mod improvement, fill the bundled assets/templates/mod-improvement-report.md with the before/after baseline, approved scope, evidence, deferred design choices, and remaining risks. Never silently turn a balance preference or narrative taste into a defect.

For an approved test, use computer-use when available and follow the builder's runtime workflow. Enable only the target mod, plus exact required dependencies for a submod; use -debug; start a new game from the earliest available bookmark; exercise the changed content; read the logs; improve and retest; then restore any launch and playset settings changed for the test. Report confirmed results, reasoned risks, and any interactions still requiring the user.

What ships with it: 15 files

125.3 KB alongside SKILL.md, 5 of them executable

agents/

Gives 0 of the 12 instructions most review quality skills give in ~1.4k tokens

Counted across 1,048 of the 1,783 authors here whose files we hold, read 2026-08-07

  • Ask questions one at a timein 81 of 1048, across 64 files
  • Provide a recommended answer for each questionin 73 of 1048, across 50 files
  • Explore the codebase instead of asking answerable questionsin 66 of 1048, across 42 files
  • Resolve dependencies between decisions one-by-onein 42 of 1048, across 17 files
  • Interview the user relentlessly about the planin 38 of 1048, across 13 files
  • Order findings by severityin 31 of 1048
  • Resolve each branch of the decision treein 27 of 1048, across 5 files
  • Run a grilling sessionin 26 of 1048, across 5 files
  • Update CONTEXT.md immediately when a term is resolvedin 26 of 1048, across 11 files
  • Propose precise canonical terms for vague languagein 25 of 1048, across 7 files
  • Create documentation files lazilyin 24 of 1048, across 5 files
  • Assign severity to every findingin 24 of 1048

Said here and by no other author read

  • reproduce and trace one symptom before changing code
  • repair the smallest coherent graph
  • improve in reviewable batches
  • run read-only audit tools
  • ask for explicit consent before native reverse-engineering
  • ask for consent before in-game testing

Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.

Keep looking

Skills are one crate of 327,132. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.