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.
Adopted by
Most recently taken up by
- Arnie016/universal-modder-macedited, first seen Nov 1, 2026
- AhmedTahaAtiya/universal-modder-unrestrictededited, first seen Oct 11, 2026
- rehan-remade/universal-modderedited, first seen Sep 30, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 3
- rehan-remade/universal-modder★ 9.5k71% same
- AhmedTahaAtiya/universal-modder-unrestricted★ 2383% same
- Arnie016/universal-modder-mac★ 092% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository11 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- asset-pipelineSkill
- fixedseed-assetsSkill
- game-automationSkill
- mashup-modsSkill
- mod-any-gameSkill
- publish-modSkill
- reverse-engineeringSkill
- share-field-notesSkill
- showcase-videoSkill
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
- Common: line 34
Online-only or live-service games: treat them as protected even if nothing was detected.
- Very specific: line 48
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 …
“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.
Files
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-readablefsgc 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:
- "
<game>modding" / "<game>mod loader" / "<game>modding wiki". The game's wiki often has a modding page. - 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 scanshows installed Workshop content). - GitHub: "
<game>mod", "<game>modding api", "<game>decompile", "<game>sdk", "<engine>mod loader". - 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).
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

