agentleFS
Fixed-SeedFixed-Seed/game-changer/skills/game-recon/SKILL.md

game-recon

Skill8 starsChanged 36 days agoMITView on GitHub

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

3 other projects use a version of this, 3 of them edited.

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The file

We split this skill into the rules it gives an agent

2 rules. 1 is common, 0 are distinctive, and 1 is very specific to this project.

  • 1

    Common

    Most of the 3 edited versions we read keep these.

  • 0

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Common:

    Online-only or live-service games: treat them as protected even if nothing was detected.

    line 34
  2. Very specific:

    Can it be modded safely?: Look at anti-cheat, online-only parts, the EULA or mod policy, and the ownership checks that loaders rely on (see …

    line 48

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Game recon

Goal: in about five minutes, know what you're dealing with and which route to take. Write the answer down so every later step can rely on it.

0. Has another agent been here?

fsgc kb search "<game>" (and the engine name). A field note in the shared knowledge base can hand you the working versions, the route, and the gotchas before you touch anything. See the share-field-notes skill.

1. Find it and fingerprint it

fsgc scan --list                 # Steam, Epic and Xbox installs (Windows, WSL, Linux, macOS)
fsgc scan "<name or folder>"     # engine, version, exes (.NET?), anti-cheat, loaders, mod folders, saves, routes
fsgc scan "<game>" --json        # the same, machine-readable

fsgc lives at bin/fsgc in the game-changer repo (plugins and clones put it on PATH). Anywhere else: uv tool install git+https://github.com/Fixed-Seed/game-changer.

fsgc scan reads files only. It indexes the install (bounded), sniffs PE headers, the Unity/Godot/GameMaker headers and the Unreal version string, maps known games to their community loader, and points to the playbook to read: skills/mod-any-game/references/engines/<engine>.md.

The scan can't see everything, so check these by hand:

  • Game not in a store library (GOG, itch, a standalone folder): pass the folder path.
  • Several engines' signals: launchers and web helpers are common. The top score wins, but read the "also" line.
  • Anti-cheat installed elsewhere: kernel drivers (Vanguard's vgk.sys) and launcher-level protection don't live in the game folder. Search "<game> anti-cheat".
  • Online-only or live-service games: treat them as protected even if nothing was detected.

2. Research the living community (always; versions move)

Search, in order:

  1. "<game> modding" / "<game> mod loader" / "<game> modding wiki". The game's wiki often has a modding page.
  2. Nexus Mods (most popular mods show which frameworks they depend on), Thunderstore (Unity games: BepInEx packs), mod.io, the Steam Workshop (does the game have one? fsgc scan shows installed Workshop content).
  3. GitHub: "<game> mod", "<game> modding api", "<game> decompile", "<game> sdk", "<engine> mod loader".
  4. Recent posts (X/Reddit/Discord announcements) for new frameworks. The loader might be days old.

Capture: the loader's name, repo, current version and install steps, the game versions it supports, a "hello world" example mod, and where logs go.

3. Decide

  • Can it be modded safely? Look at anti-cheat, online-only parts, the EULA or mod policy, and the ownership checks that loaders rely on (see skills/mod-any-game/references/safety.md). If not: say so, and offer what is possible (official tools, offline modes, a different game with the same idea).
  • Route: loader API > data/asset mod > managed patching > native hooks > reimplementation/mashup. Pick the first that reaches the user's idea.

4. Write MODDING_PLAN.md

# <Game> modding plan
- Install: <path> (<store> <appid>), version <x>
- Engine: <engine + version>, code: managed .NET / IL2CPP / native, 64-bit
- Anti-cheat / online: <none | what + verdict>
- Saves: <path>   Config: <path>   Logs: <path>
- Community route: <loader vX.Y (repo)>, install: <steps>, example mod: <link>
- Chosen route for "<idea>": <route> because <reason>
- Lab plan: backup <folders> (fsgc backup), lab profile <how>, windowed <how>
- Unknowns to resolve first: <list>

Then continue with the mod-any-game loop (lab setup → source of truth → vertical slice).

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