Game mod
Say "new project" → get a perfectly-prepared project folder. A Claude Code bootstrap kit that grills the plan to a Definition of Ready, then auto-scaffolds files, memory, project sub-agents & tooling — routing to type-specific sub-skills (website, api, data/ml, quant, SaaS, CLI, app, game-mod, research, OSS… + a 7-day build-business ultraskill).
npx -y skills add Skryx-L-A/project-kit --skill game-modAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 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
Build and set up a game-mod project — a mod, patch, total conversion, or tweak for a specific game and engine, shipped through a mod loader and deployed to a real game install. This is a project-kit sub-skill loaded by new-project routing. Use WHENEVER the user wants to mod, patch, hack, retexture, rebalance, or extend a game, especially on Linux via Proton with a loader like UE4SS or Smithbox.
SKILL.md
7.4 KB, as published. Nobody here has run it
game-mod — mods, patches, and total conversions for a specific game
This sub-skill stands up a game-mod project: a change to an existing game, packaged for its
mod loader and deployed into a real install. It mirrors common setups — e.g. Elden Ring
(Smithbox + Seamless Co-op on Linux; the row-name-strip gotcha; specific deploy paths) and the
Gothic 1 Remake (UE5.4, Proton-launched, UE4SS loader — which silently fails to load unless
WINEDLLOVERRIDES="dwmapi=n,b" is set). Linux + Proton + loader quirks are first-class concerns,
and backing up saves and game files before any deploy is non-negotiable.
What this sub-skill is for
A mod for one named game + engine: balance tweaks, retextures, new items/quests, scripts, or a
total conversion — distributed via that game's mod loader and dropped into the game's mod folder.
Not for standalone games (those are their own project), not for engine/tooling work unrelated to a
shipping game. It composes with cli-tool if the mod needs a build/deploy script, and with
content-writing if it ships substantial lore/dialogue.
Mandatory grill-questions (fold into the Definition of Ready)
Lock these before touching any game file:
- Game + version + engine — exact title, build/patch number, engine (e.g. UE5.4, FromSoft formats). Mods are version-fragile; pin the version now.
- Mod loader / toolchain — which loader, and is it installed? (UE4SS, Smithbox, BepInEx, Reframework, Vortex/MO2, native). Default to the loader the user already runs for this game.
- Platform & launcher — Linux/Proton (the common default here), native Linux, or Windows? Which Proton/GE build? Record the prefix path.
- Loader gotchas — capture them explicitly: UE4SS needs
WINEDLLOVERRIDES="dwmapi=n,b"or it won't load; Smithbox strips row names on save (re-add them); per-game load order rules. Write these intoCLAUDE.mdso no session rediscovers them. - Deploy path — the exact game/mods directory inside the Proton prefix or native install. Get the real path, do not guess.
- What the mod does — scope in/out — the concrete change set for v1 and what's explicitly out.
- Online/multiplayer & anti-cheat — does it touch online play (e.g. Seamless Co-op)? Flag ban/anti-cheat risk and EAC-off requirements up front.
- Backup plan — confirm saves + original game files (and a clean prefix snapshot) are backed up before the first deploy. This is a gate, not a suggestion.
- Distribution — private/personal only, or shared (Nexus/GitHub release)? Drives licensing and asset-provenance care.
Project sub-agents to generate (into <project>/.claude/agents/)
mod-deployer(delegate-by-default) — backs up saves + game files first, then builds and copies the mod into the real deploy path with the correct load order; sets/records required env (e.g.WINEDLLOVERRIDES); never deploys without a verified backup.compat-checker(delegate-by-default) — validates engine/loader/Proton compatibility, knows the per-game gotchas (UE4SS dwmapi override, Smithbox row-name strip), checks load-order conflicts with other installed mods, and flags game-version mismatches.asset-editor— handles the game-specific formats (param/regulation files, textures, scripts) safely, preserving names/IDs the tooling tends to drop.- Plus the kit defaults:
reviewer(diff/PR) andverifier(here = launches the game and confirms the mod actually loads in-game without crashing).
Tools / CLIs / MCP / skills needed
Check in environment-readiness; offer install, never auto-install:
- The game's mod loader + editor — UE4SS, Smithbox, BepInEx, Reframework, etc. Verify it's installed and on the right version for the game build.
- Proton / Wine tooling —
protontricks, the GE-Proton build, the prefix path; theWINEDLLOVERRIDESenv for UE4SS-class loaders. Confirm the launcher (Steam/Heroic) injects it. - Backup tooling —
rsync/tarsnapshots of saves + game dir + prefix before deploy; a documented restore command. - Format tools — texture/converter/unpacker CLIs specific to the engine (e.g. UE pak tools, FromSoft format tools). Flag anything missing.
- CHAIN global skills:
deep-research(find the exact loader/gotcha for an unfamiliar game),verify(launch the game to confirm load),code-review,cli-anything(wrap a GUI mod tool into a scriptable CLI),doc-coauthoring(install/usage README),update-config(permissions/hooks for the deploy + env commands).
File / asset nudges (on top of the base set)
Beyond CLAUDE.md, PROJEKT_<NAME>.md, TASKS.md, DONE.md, README, .claude/:
mod/— the mod source/assets (scripts, params, textures), engine-organised.deploy/— a deploy script + anenv.shcarrying the required overrides (e.g.WINEDLLOVERRIDES), and the recorded real deploy path.backups/—.gitignored save/game-file snapshots + a restore script; anBACKUP.mddocumenting what's backed up and how to roll back.GOTCHAS.md— the per-game loader quirks (UE4SS dwmapi, Smithbox row-name strip, load order), so they're never rediscovered the hard way.INSTALL.md— install the loader, set env, deploy, and uninstall/restore steps for the user.
Stack defaults & done-bar
Defaults: Linux + Proton (GE) launch, the user's existing loader for that game, env overrides
recorded in deploy/env.sh, mandatory pre-deploy backup, mod source versioned in git, big binary
assets .gitignored unless distribution requires them. Pin the game build version everywhere.
Done-bar (all true): original saves + game files are backed up with a tested restore; the mod
loads in-game on the real install without crashing, verified by actually launching the game;
the intended change is observable in-game; no anti-cheat/online violation if online play is in
scope; GOTCHAS.md + INSTALL.md are accurate enough for a clean re-deploy from scratch.
Guardrails
- Back up before every deploy — saves, original game files, and (ideally) a prefix snapshot. Never write into a game install without a verified, restorable backup. This is the top rule.
- Honesty about "it works": don't claim the mod loads until
verifierhas launched the game and seen it load. Report crashes, missing-load (silent UE4SS failure), and version mismatches plainly instead of assuming success. - Anti-cheat / ban risk: if the mod touches online play, state the ban/EAC risk explicitly and do not enable online unless the user confirms; mirror the Seamless Co-op caution.
- Respect the loader's quirks — set
WINEDLLOVERRIDESfor UE4SS, re-add Smithbox row names, honour load order. Record each gotcha inGOTCHAS.md. - Asset provenance & licensing — for shared mods, verify you may redistribute every asset; don't ship copyrighted game assets you can't redistribute. Record provenance.
- No emojis in any tool/UI output the mod surfaces (user's standing rule).
- Commits under the user's own name only (Skryx-L-A); never add Claude as a co-author.