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.
Adopted by
Most recently taken up by
- BrandeisPatrick/silo-harnesstheir own version, first seen Nov 8, 2026
- Hula-Hoop-AI/supermodstheir own version, first seen Oct 20, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- Hula-Hoop-AI/supermods★ 4same name
- BrandeisPatrick/silo-harness★ 1same name
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 repository37 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- create-modSkill
- devbenchSkill
- find-sessionSkill
- inspect-espSkill
- logging-registrySkill
- mod-release-reviewSkill
- mod-update-checkSkill
- port-to-vrSkill
- skyrim-audioSkill
- skyrim-bsaSkill
- skyrim-contextSkill
- skyrim-mcmSkill
- skyrim-nifSkill
- skyrim-saveSkill
- toolkit-housecarlSkill
- toolkit-setupSkill
- triage-and-conflictsSkill
- xelibSkill
- devbenchSkill
- find-sessionSkill
- inspect-espSkill
- logging-registrySkill
- mod-release-reviewSkill
- mod-update-checkSkill
- port-to-vrSkill
- skyrim-audioSkill
- skyrim-bsaSkill
- skyrim-contextSkill
- skyrim-mcmSkill
- skyrim-nifSkill
- skyrim-saveSkill
- toolkit-housecarlSkill
- toolkit-setupSkill
- triage-and-conflictsSkill
- xelibSkill
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
- Very specific: line 17
Use --light for ESL-flagged plugins (if under 2048 records).
- Very specific: line 21
Use the appropriate esp add-* command for each record:
- Very specific: line 33
Always preview with --dry-run first, then remove it after user approves.
- Very specific: line 37
Write the .psc source file
- Distinctive: line 59
All effects on a spell must have the same casting type
- Very specific: line 62
Test in-game before distributing, and run the mod-release-review skill before every published version
≈ “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.
Files
<!-- 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>" --jsonUse --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-questandesp 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)
- Write the
.pscsource file - Compile:
bash tools/automod-cli.sh papyrus compile <source> --output Data/Scripts --headers tools/automod/skyrim-script-headers --json(Or use Caprica: fromData/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-iis 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-iper further import folder.) - Attach to quest:
bash tools/automod-cli.sh esp attach-script <esp> --quest <editorId> --script <name> --json - 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> --jsonStep 5: Verify
bash tools/automod-cli.sh esp info <esp> --jsonReview 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 forNone, to avoid complex VMAD properties - Test in-game before distributing, and run the
mod-release-reviewskill before every published version
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Your trail
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Now do this for your own.
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