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WingedGuardianWingedGuardian/skyrimvr-claude-toolkit/.claude/skills/create-mod/SKILL.md

create-mod

Skill21 starsChanged 11 days agoMITView on GitHub

Guided workflow for creating a new Skyrim mod from scratch using AutoMod CLI. Use when the user wants to build a new mod.

2 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

6 rules. About 0 are common, 1 is distinctive, and 5 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 5

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Use --light for ESL-flagged plugins (if under 2048 records).

    line 17
  2. Very specific:

    Use the appropriate esp add-* command for each record:

    line 21
  3. Very specific:

    Always preview with --dry-run first, then remove it after user approves.

    line 33
  4. Very specific:

    Write the .psc source file

    line 37
  5. Distinctive:

    All effects on a spell must have the same casting type

    line 59
  6. Very specific:

    Test in-game before distributing, and run the mod-release-review skill before every published version

    line 62

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “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
<!-- GENERATED by scripts/gen_agent_trees.py from agent/skills/create-mod/SKILL.md. Toolkit contributors: edit the source. Your own notes belong in KNOWLEDGEBASE.local.md, which updates never replace. -->

Create New Mod Workflow

Build a mod step-by-step using the AutoMod CLI. Always use --json on all commands. Always use --dry-run first on write commands.

Step 1: Create the Plugin

bash tools/automod-cli.sh esp create "<ModName>" --output "Data" --author "<author>" --description "<desc>" --json

Use --light for ESL-flagged plugins (if under 2048 records).

Step 2: Add Records

Use the appropriate esp add-* command for each record:

  • Weapons: esp add-weapon <esp> <editorId> --type <type> --model <preset> --damage <n> --dry-run --json
  • Spells: esp add-spell <esp> <editorId> --type <type> --effect <preset> --magnitude <n> --dry-run --json
  • Armor: esp add-armor <esp> <editorId> --type <type> --slot <slot> --model <preset> --dry-run --json
  • NPCs: esp add-npc <esp> <editorId> --name "<name>" --level <n> --dry-run --json
  • Books: esp add-book <esp> <editorId> --name "<name>" --text "<content>" --dry-run --json
  • Perks: esp add-perk <esp> <editorId> --name "<name>" --effect <preset> --dry-run --json
  • Globals: esp add-global <esp> <editorId> --type float --value <n> --dry-run --json
  • Also available: esp add-quest and esp set-property (arguments: bash tools/automod-cli.sh esp --help --json)

Important: Weapons and armor REQUIRE --model or they'll be invisible. Spells REQUIRE --effect or they'll do nothing.

Always preview with --dry-run first, then remove it after user approves.

Step 3: Add Scripts (if needed)

  1. Write the .psc source file
  2. Compile: bash tools/automod-cli.sh papyrus compile <source> --output Data/Scripts --headers tools/automod/skyrim-script-headers --json (Or use Caprica: from Data/Scripts/Source, with a BARE filename (a path makes Caprica fail with a namespacing Fatal Error): "<game root>/tools/Caprica/Caprica.exe" --game skyrim -f TESV_Papyrus_Flags.flg -i . -i "<base-game .psc sources>" -o "<game root>/Data/Scripts" MyScript.psc. The second -i is REQUIRED whenever the base-game sources are not in the current folder (e.g. <game root>/Data/Source/Scripts): without it any script extending a vanilla type fails with "Unable to resolve type". One -i per further import folder.)
  3. Attach to quest: bash tools/automod-cli.sh esp attach-script <esp> --quest <editorId> --script <name> --json
  4. Auto-fill properties: bash tools/automod-cli.sh esp auto-fill <esp> --quest <editorId> --script <name> --script-dir Data/Scripts/Source --data-folder Data --json

Step 4: Generate SEQ File (if quest has start-enabled flag)

bash tools/automod-cli.sh esp generate-seq <esp> --json

Step 5: Verify

bash tools/automod-cli.sh esp info <esp> --json

Review the record counts and verify everything was added correctly.

Safety Reminders

  • All effects on a spell must have the same casting type
  • Light-plugin (ESL) FormIDs: keep new records in xx000800-xx000FFF (header 1.70); IDs below 0x800 (header 1.71) depend on the runtime, so verify them on yours (KB ESL rules)
  • In scripts, use GetFormFromFile() on your OWN plugin's forms to minimize properties (never another mod's — see Own Your Records), and check the result for None, to avoid complex VMAD properties
  • Test in-game before distributing, and run the mod-release-review skill before every published version

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