Agent skill

Oblivion Creature System

by bryantmh in bryantmh/tes4skyrim

Complete reference for how a creature (goblin, rat, mountain lion, etc.) works in Oblivion (TES4) — the CREA record and every field, the skeleton.nif (bone tree, Bip01/NonAccum accumulation…

No licenceAuto-check passedDevelopment

Install Oblivion Creature System

skills CLI
$ npx skills add bryantmh/tes4skyrim --skill oblivion-creature-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install bryantmh/tes4skyrim oblivion-creature-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/bryantmh/tes4skyrim.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/oblivion-creature-system .claude/skills/oblivion-creature-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
oblivion-creature-system
GitHub stars
128
Token cost
~6.9k tokens
SKILL.md length
2,829 words
Files
6 (incl. references)
Skills in repo
5
Repo updated
First seen
Licence
None found

At a glance

Complete reference for how a creature (goblin, rat, mountain lion, etc.) works in Oblivion (TES4) — the CREA record and every field, the skeleton.nif (bone tree, Bip01/NonAccum accumulation…

  • Works in 8 steps: The big picture — the whole chain → The ESM side — the CREA record → The skeleton — skeleton.nif → …
  • Converting Oblivion creature assets
  • SKILL.md covers 0. The big picture — the whole…, 1. The ESM side — the CREA…, 2. The skeleton — skeleton.nif and 3. The body meshes, plus 4 more sections
  • Calls node

What it does

Oblivion Creature System is an agent skill from bryantmh/tes4skyrim. Complete reference for how a creature (goblin, rat, mountain lion, etc.) works in Oblivion (TES4) — the CREA record and every field, the skeleton.nif (bone tree, Bip01/NonAccum accumulation, BSXFlags, BSBound, UPB user-property buffers, bhk ragdoll bodies and constraints), the body-part NIF list (NIFZ/NIFT), the .kf animation files (NiControllerSequence, AnimGroups, ControlledBlock priorities, NiTextKeyExtraData text keys and their exact vocabulary), the IDLE record and Idle Manager tree, and creature sound…

Its SKILL.md is about 6.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `references/animation_kf.md`, `references/crea_record.md` and `references/idle_and_sound.md`).

It sits in Development. The repository describes itself as: Complete and automated Gamebryo to TES5 plugin and asset conversion.

When your agent uses it

  • Converting Oblivion creature assets
  • You need the exact binary layout of a NIF/KF block at version 20.0.0.4
  • The exact set of legal animation group names
  • The exact chain that turns a game event into a playing animation

Example prompts

  • “/oblivion-creature-system”

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. The big picture — the whole chain
  2. The ESM side — the CREA record
  3. The skeleton — skeleton.nif
  4. The body meshes
  5. Animations — the .kf files
  6. Idles, and the two special folders
  7. What Oblivion does NOT have
  8. Quick diagnostic table

What it can do on your machine

Read from SKILL.md and the folder at commit 503ff29. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • node

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Oblivion Creature System loads about 6.9k tokens when it runs, and up to ~23k if it reads all its reference files. Until then it costs about 225 tokens; SKILL.md has 2,829 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~225
When it runs · the whole SKILL.md, loaded when a task matches
~6.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~23k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

Without a licence we can't republish the file, so here is its outline and opening line. It has 2,829 words (~6,940 tokens).

“Every fact here was verified against primary sources only:”

— opening of SKILL.md by bryantmh
name
oblivion-creature-system

Read the full SKILL.md on GitHub

Files

SKILL.md and 5 other files (references) in .claude/skills/oblivion-creature-system of bryantmh/tes4skyrim.

  • SKILL.md
  • references/animation_kf.md
  • references/crea_record.md
  • references/idle_and_sound.md
  • references/skeleton_nif.md
  • references/worked_example.md

Open the folder on GitHubat commit 503ff29

Compare with similar skills

Oblivion Creature System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Oblivion Creature System compared with similar skills
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Typescript Advanced Typesrolling-scopes/rsschool-app10k25 repos~4.2kAutomated safety check: PassMPL-2.0
PR Babysitteropeninterpreter/openinterpreter69k3 repos~4.2kAutomated safety check: PassApache-2.0
Code Review ChecklistshareAI-lab/learn-claude-code78k5 repos~1.1kAutomated safety check: PassMIT

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Categories

Questions about Oblivion Creature System

What does Oblivion Creature System do?

Complete reference for how a creature (goblin, rat, mountain lion, etc.) works in Oblivion (TES4) — the CREA record and every field, the skeleton.nif (bone tree, Bip01/NonAccum accumulation…. Oblivion Creature System is an agent skill from bryantmh/tes4skyrim.

When should I use Oblivion Creature System?

Oblivion Creature System fits situations like: converting Oblivion creature assets; you need the exact binary layout of a NIF/KF block at version 20.0.0.4; the exact set of legal animation group names; the exact chain that turns a game event into a playing animation.

How do I install Oblivion Creature System in Claude Code?

Run `npx skills add bryantmh/tes4skyrim --skill oblivion-creature-system -a claude-code`. Or copy the skill folder (.claude/skills/oblivion-creature-system in bryantmh/tes4skyrim) into .claude/skills/oblivion-creature-system in your project. Claude Code loads it when a task matches its description.

How do I install Oblivion Creature System in Codex?

Run `npx skills add bryantmh/tes4skyrim --skill oblivion-creature-system -a codex`. Or copy the skill folder (.claude/skills/oblivion-creature-system in bryantmh/tes4skyrim) into .agents/skills/oblivion-creature-system in your project. Codex loads it when a task matches its description.

Can I use Oblivion Creature System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add bryantmh/tes4skyrim --skill oblivion-creature-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/oblivion-creature-system, .gemini/skills/oblivion-creature-system, .github/skills/oblivion-creature-system and .opencode/skills/oblivion-creature-system in your project.

What does Oblivion Creature System need to run?

Going by SKILL.md and its folder, Oblivion Creature System needs the command-line tools its instructions call (node).

Does Oblivion Creature System access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Oblivion Creature System safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Oblivion Creature System use?

No licence was found for Oblivion Creature System or its repository. Without one, default copyright applies: ask the author before reusing or redistributing it.

How many tokens does Oblivion Creature System use?

About 6.9k tokens (SKILL.md is roughly 28k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 16k tokens, read only when the agent opens those files.

What are the alternatives to Oblivion Creature System?

Skills that share tags, products or a category with Oblivion Creature System: Vercel Composition Patterns (supabase/supabase, 111k stars), Finishing a Development Branch (obra/superpowers, 297k stars), Typescript Advanced Types (rolling-scopes/rsschool-app, 10k stars) and PR Babysitter (openinterpreter/openinterpreter, 69k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Oblivion Creature System?

bryantmh (a GitHub user) maintains it in bryantmh/tes4skyrim, which has 128 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on October 8, 2026.

Source: bryantmh/tes4skyrim on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.