Agent skill

Setup Game Mod Dev

by clshortfuse in clshortfuse/renodx

RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader…

MITAuto-check passedDevelopment

Install Setup Game Mod Dev

skills CLI
$ npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a claude-code

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

GitHub CLI
$ gh skill install clshortfuse/renodx setup-game-mod-dev --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/clshortfuse/renodx.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/setup-game-mod-dev .claude/skills/setup-game-mod-dev && 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
setup-game-mod-dev
GitHub stars
4.4k
Token cost
~4.6k tokens
SKILL.md length
2,345 words
Files
2
Skills in repo
7
Repo updated
First seen
Licence
MIT

At a glance

RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader…

  • Works in 7 steps: Setup facts - game folder,… → Existing state - mod folder files,… → Build plan - exact Clang debug CMake… → …
  • Starting a new src/games/{game} mod
  • SKILL.md covers Related skills and scope, Boundaries, Required setup facts and Expected agent output, plus 9 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Setup Game Mod Dev is an agent skill from clshortfuse/renodx. RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod.

Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `templates/verification-checklist.md`).

It sits in Development, covering Project scaffolding. It works with Model Context Protocol and C++. The repository describes itself as: Renovation Engine for DirectX Games. The licence is MIT.

When your agent uses it

  • Starting a new src/games/{game} mod
  • Continuing game-specific addon work
  • Configuring DevKit for a game
  • Turning DevKit findings into a real mod

Example prompts

  • “/setup-game-mod-dev”

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Setup facts - game folder, install/binary folder, API, arch, and mode.
  2. Existing state - mod folder files, metadata, registered shaders, current build artifacts, and relevant scratch/verification notes.
  3. Build plan - exact Clang debug CMake targets (devkit, mcp_bridge, {mod}) and any game-shutdown requirement.
  4. Game-folder link plan - ReShade bootstrap state, loader DLL, DevKit addon, and game addon symlink/copy targets; list conflicts instead of…
  5. DevKit plan - MCP connection, tools path, live shader path, snapshot, draw/resource/shader inspection steps, and any handoff needed for…
  6. Baseline plan - original capture, dump/decompile location, editable HLSL location, 1:1 live baseline validation.
  7. Verification checklist - target built, files generated, addon loaded, shader replacement active, runtime output validated.

What it can do on your machine

Read from SKILL.md and the folder at commit 374d07b. 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

    No scripts in the folder and no shell commands in SKILL.md.

    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

Setup Game Mod Dev loads about 4.6k tokens when it runs. Until then it costs about 105 tokens; SKILL.md has 2,345 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~105
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k

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

The full file from clshortfuse/renodx at commit 374d07b, republished under its MIT licence (© clshortfuse). 2,345 words, ~4,619 tokens.

Download SKILL.mdSave it as .claude/skills/setup-game-mod-dev/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
setup-game-mod-dev
description
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod.
argument-hint
game title/folder, install path, graphics API, and fresh vs continuing

Setup Game Mod Development

Set up RenoDX mod development for a specific game. Cover the local toolchain, DevKit/MCP inspection, game-folder ReShade/addon links, and the initial or continued src/games/{game} workflow.

Before planning, reviewing, creating, or editing RenoDX-authored C++ under src/, read docs/CXX_STYLE.md in full and follow it. Loading an instruction that references the guide is not a substitute for reading the guide itself.

Focus on the development environment and mod scaffold. For swapchain/resource tracing, HDR source proof, resource upgrades, or rejecting final-SDR inverse-tonemap approaches, use swapchain-resource-analysis. For shader-side tonemap/LUT math after the target pass is known, use handle-sdr-tonemap-lut.

NeedUse
Create/resume a game folder, build targets, link ReShade/addons, configure DevKit pathsThis skill
Trace final output, resource formats, swapchain proxy, SwapChainPass, SDR/HDR output toggle, or HDR source proofswapchain-resource-analysis
Edit the proven game shader for RenoDRT/PsychoV/LUT bridge mathhandle-sdr-tonemap-lut

Keep this skill focused on getting the mod development environment and baseline workflow ready. Record enough facts for handoff, but do not duplicate the specialized swapchain/resource or shader-math workflows.

Boundaries

  • Keep changes local to one src/games/{game} folder unless cross-mod work is explicitly requested.
  • Do not change global CMake presets, CI workflows, vendored dependencies, or external submodules.
  • New mods start from src/games/generic.
  • Use the CMake target named after the mod folder; the output artifact is renodx-{mod}.addon64 or .addon32.
  • Use the devkit and mcp_bridge targets for local inspection; their debug outputs are renodx-devkit.addon64 and renodx-mcp-bridge.exe.
  • Prefer Clang CMake presets for real development builds. Use VS Code CMake build integration when available, but select the clang-* configure/build presets. Treat ninja-* and vs-* presets as workflow testing paths only, not normal mod development paths.
  • Do not build a game addon while that game is running with the addon loaded; the DLL can be locked.
  • Do not put dumped .cso files in src/games/{game}. They can shadow editable HLSL during live shader loading.

Required setup facts

Collect or infer these before editing files or changing a game folder:

FactNotes
Work modecontinue if src/games/{game} exists or the user says resume; fresh otherwise.
Mod folder idLowercase folder name under src/games, usually no spaces.
Game titleHuman-readable metadata title.
Game binary folderThe folder where ReShade and .addon64/.addon32 files must load from. Infer from metadata when possible, but verify because it may be a subfolder such as ...\Binaries\Win64.
Executable/processgame_exe or process_name for metadata and runtime checks.
Graphics APIUsually d3d11, d3d12, or vulkan; affects loader DLL naming and shader targets.
ArchitectureUsually x64; use .addon32 only for 32-bit games.
Swapchain/output stateOptional early fact: known swapchain format/color space, especially RGBA8U/UNORM bottlenecks or existing HDR/scRGB/PQ paths.
Proxy/resource needOptional early fact: whether evidence suggests a RGBA16F proxy, resource upgrade, SwapChainPass output shader, or output preset cbuffer is needed before shader-side tonemap work.
Store idsSteam/GOG/Microsoft/Nexus ids if known.
Loader nameDefault is often dxgi.dll; honor deploy.reshade_preferred_name or game-specific requirements.
ReShade stateWhether the game folder already has a ReShade loader DLL, ReShade.ini, and ReShade.log.

Before asking for missing facts, read src/games/{mod}/metadata.json when it exists. Use deploy.steam_appid, deploy.game_exe, deploy.process_name, deploy.api, deploy.architecture, deploy.reshade_preferred_name, and deploy.detection.default_install_paths to reduce guessing. If steam_appid is present, resolve the local Steam install by reading Steam libraryfolders.vdf and appmanifest_{appid}.acf, then use game_exe/process_name to locate the binary folder. Steam metadata alone usually resolves only the install root; still ask when executable metadata is missing, the game is not locally installed, or multiple executable matches make the injection folder ambiguous.

Expected agent output

When invoked, produce or maintain these sections in the response or working notes:

  1. Setup facts - game folder, install/binary folder, API, arch, and mode.
  2. Existing state - mod folder files, metadata, registered shaders, current build artifacts, and relevant scratch/verification notes.
  3. Build plan - exact Clang debug CMake targets (devkit, mcp_bridge, {mod}) and any game-shutdown requirement.
  4. Game-folder link plan - ReShade bootstrap state, loader DLL, DevKit addon, and game addon symlink/copy targets; list conflicts instead of deleting unknown files.
  5. DevKit plan - MCP connection, tools path, live shader path, snapshot, draw/resource/shader inspection steps, and any handoff needed for swapchain/resource proof.
  6. Baseline plan - original capture, dump/decompile location, editable HLSL location, 1:1 live baseline validation.
  7. Verification checklist - target built, files generated, addon loaded, shader replacement active, runtime output validated.

Continue an existing mod

Use this path when src/games/{mod} already exists.

  1. Inspect the existing folder:
    • metadata.json
    • addon.cpp
    • shared.h
    • existing shader replacements and includes
    • committed README.md, verification/dev notes, or repo memory if present
  2. Treat the folder name as the build target unless CMake target listing proves otherwise.
  3. Preserve existing shader registrations and settings unless the user asks to replace them.
  4. Rebuild only the smallest relevant targets:
    • devkit and mcp_bridge if inspection tooling changed or is missing
    • {mod} for the game addon
  5. Re-link only the game folder artifacts needed for this session:
    • ReShade loader DLL if missing or known-good symlink target changed
    • renodx-devkit.addon64 or .addon32
    • renodx-{mod}.addon64 or .addon32
  6. Point DevKit live shaders at the existing mod folder only if it is clean of dumped binaries and unrelated scratch files.
  7. Keep concise build/runtime checks in the agent response or existing committed mod docs when setup knowledge changes.

Start a fresh mod

  1. Create src/games/{mod} by copying the relevant files from src/games/generic.
  2. Keep the first scaffold minimal:
    • addon.cpp
    • shared.h
    • metadata.json
    • shader files only after a real target shader is proven
  3. Update exported addon text in addon.cpp:
    • NAME should identify RenoDX for the game.
    • DESCRIPTION should identify the game-specific module.
  4. Create metadata.json with the schema, id, title, status, optional summary/tags, and deploy fields such as game_exe, api, steam_appid, and architecture.
  5. Let the top-level CMake auto-discover the mod through addon.cpp; do not edit global CMake just to add a game folder.
  6. Build the new mod target before adding shader complexity.
  7. Add shader registrations only after DevKit identifies stable target shader hashes.

Local toolchain and build setup

Clang debug is the default path for mod development builds.

ArchitectureConfigure presetDevelopment build preset
x64clang-x64clang-x64-debug
x86clang-x86clang-x86-debug

When working on mods, assume debug build artifacts. Use release presets only for explicit packaging/deploy requests, not normal development or DevKit iteration. Do not use ninja-*, vs-*, or ad-hoc build folders for real mod development; reserve them for workflow testing or explicit user requests.

  1. Ensure repo-local shader tools exist in bin when DevKit decompilation or DXC isolation is needed:
    • dxc.exe
    • dxcompiler.dll
    • cmd_Decompiler.exe
    • optional SPIR-V tools
  2. If tools are missing, run the repo setup script from the repo root with install/update intent.
  3. Build these targets for live inspection:
    • devkit
    • mcp_bridge
  4. Build the game target named {mod}.
  5. If a build fails because the output .addon64/.addon32 is locked, stop the game and rebuild; do not work around it by renaming random artifacts.

Use symlinks for local development when possible; copy only when symlinks are unavailable or the user asks for deploy-like behavior.

  1. Resolve the game binary folder from metadata when possible. Prefer deploy.detection.default_install_paths, then Steam deploy.steam_appid via local appmanifest_{appid}.acf, then locate deploy.game_exe/process_name under that root. Do not assume the Steam install root is the injection folder.
  2. Check for existing loader/addon files:
    • ReShade loader DLL, usually dxgi.dll
    • ReShade.ini
    • renodx-devkit.addon64/.addon32
    • renodx-{mod}.addon64/.addon32
  3. If a target exists and is not a symlink or known build artifact, report it as a conflict or backup candidate instead of deleting it.
  4. Use scripts/setup-reshade.ps1 against the game binary folder when ReShade search paths or baseline ReShade.ini need setup.
  5. Link the DevKit addon from the active build output.
  6. Link the game addon from the active build output.
  7. Launch the game and confirm ReShade.log shows both addons loaded.
If the game folder has no ReShade yet

First use scripts/setup-dev-env.ps1 -Update or -Install to populate repo-local bin with ReShade32.dll and ReShade64.dll when they are available from the machine's ReShade install. Then use scripts/setup-reshade.ps1 against the resolved game binary folder before linking addons. If a mod folder already has metadata, prefer scripts/setup-reshade.ps1 -Mod {mod} so the script can infer the Steam install and loader defaults from metadata.json.

The script currently does useful development setup tasks:

  • creates the loader DLL, default dxgi.dll, as a symlink to repo-local bin\ReShade64.dll/bin\ReShade32.dll when available, falling back to %ProgramData%\ReShade;
  • copies %ProgramData%\ReShade\ReShade.ini into the game folder when ReShade.ini is missing;
  • updates EffectSearchPaths and TextureSearchPaths in ReShade.ini for the game folder and common ReShade shader folders.
  • writes [renodx-dev] ToolsPath to the repo bin folder and [renodx-dev] LivePath to src/games/{mod} when -Mod resolves an existing mod folder, otherwise to the game folder's renodx-dev\live path. This avoids starting DevKit with no tools directory configured.

If setup reports that ReShade DLLs or %ProgramData%\ReShade\ReShade.ini are missing, install/configure ReShade first, rerun scripts/setup-dev-env.ps1 -Update, then rerun the game-folder setup. Do not fabricate a loader path.

Treat these as script limitations unless the user asks to change it:

  • it defaults to -Arch x64 and -LoaderName dxgi.dll;
  • it leaves an existing non-symlink dxgi.dll untouched and reports the conflict.

For a 32-bit game, call the script with -Arch x86. For a non-dxgi.dll loader or a game that needs deploy.reshade_preferred_name, pass -LoaderName explicitly and still report any existing non-symlink conflict.

Pass -LivePath <path> when the DevKit live shader directory should differ from the mod folder or game-local renodx-dev\live directory.

Show full SKILL.md (820 more words)Show less

DevKit MCP setup

When the game is running with DevKit loaded:

  1. Connect to the DevKit backend. If multiple connections exist, select the one for the target game.
  2. Select the active rendering device; ignore devices with no tracked shaders/draws unless proven relevant.
  3. Verify DevKit tools path is the repo bin directory. scripts/setup-reshade.ps1 should preconfigure [renodx-dev] ToolsPath, but use the MCP/overlay setter if the running game loaded an older ReShade.ini or another profile:
    • hasDxcompilerDll: true
    • hasCmdDecompiler: true for DXBC SM4/5 decompilation
    • optional hasDxilSpirv/hasSpirvCross if SPIR-V paths are needed
  4. Set live shader path deliberately:
    • src/games/{mod} for an existing clean editable mod folder
    • a temporary live folder for early exploration before a mod folder exists
  5. Queue a snapshot and inspect late-frame draws first.
  6. If no shader target is known, capture the late-frame anchors needed for handoff:
    • final blit/swapchain pass
    • last scene composite/tonemap pass candidates
    • UI/HUD/text pass candidates
  7. Hand off to swapchain-resource-analysis when the task becomes resource-format proof, SwapChainPass output planning, SDR/HDR toggle behavior, or rejection of a final-SDR inverse-tonemap idea.
  8. If the only proven input is the completed SDR backbuffer, do not build a RenoDX mod by inverse-tonemapping it; report the missing HDR-source/resource-upgrade problem instead.

Shader dump and baseline workflow

Follow this strictly to avoid common baseline/decompilation mistakes.

  1. Do not hand-reconstruct a baseline shader from scratch.
  2. Capture or analyze the original resource output before any replacement.
  3. Dump/decompile through DevKit MCP first; do not manually call cmd_Decompiler.exe as the primary workflow.
  4. Use the game's normal DevKit dump folder, usually renodx-dev/dump, for dumped .cso files and adjacent decompiled outputs.
  5. Copy decompiled HLSL into src/games/{mod} only when it becomes the editable live baseline.
  6. Keep src/games/{mod} free of dumped .cso binaries.
  7. Live-load only the 1:1 baseline replacement first.
  8. Capture/analyze the same output again and compare original vs baseline before adding HDR/tone-map changes.
  9. Keep vanilla logic readable or commented while proving equivalence.
  10. After the custom path is active, branch around expensive vanilla clip/LUT work instead of running vanilla and custom grading in the same pixel.
  11. Guard shader injection paths so live shaders pass through when DevKit is active but the game addon/buffer binding is not loaded, for example by checking a valid injected peak value before using custom behavior.

Turning DevKit findings into a real mod

DevKit experiments are proof, not the shipping path.

  1. Move proven resource upgrades and shader registrations into addon.cpp.
  2. Move final editable shader replacements into CRC-addressed files named {CRC32}.{TARGET}.hlsl or the existing folder's established name_0xHASH.{TARGET}.hlsl pattern.
  3. Put substantial reusable shader logic in game-local common.hlsl, common.hlsli, or an existing purpose-specific include.
  4. Keep shared.h aligned between C++ ShaderInjectData layout and HLSL macros.
  5. For a proven swapchain proxy path, move only the validated pieces into the game addon: resource clone/upgrade configuration, fullscreen output shader registration, SwapChainPass proxy pixel shader, final scRGB/PQ or engine-native encoding state, and any injected output preset cbuffer field.
  6. Keep UI/HUD/video scaling and composition decisions explicit; do not bury them in a final inverse-tonemap postprocess.
  7. If the mod exposes an SDR/HDR output toggle, synchronize the user setting with the swapchain target/color space and the shader preset cbuffer during runtime presentation rather than hardcoding one output mode at startup.
  8. Ensure the non-DevKit path works after restarting the game with only the game addon enabled, unless DevKit is explicitly part of the current verification.

Verification checklist

Produce a concise verification checklist in the response. Only add or update a mod-local verification document when a committed convention already exists for that mod or the user asks for one. Prefer an existing README.md or existing committed dev/verification note over inventing a new filename.

Use verification checklist template when a durable mod-local checklist is requested.

Include:

  • Build target: {mod}.
  • Expected output artifact: renodx-{mod}.addon64 or .addon32.
  • Generated shader embeds to inspect, if any.
  • Game binary folder and addon/link expectations.
  • Runtime checks:
    • ReShade loads.
    • DevKit loads when needed.
    • Game addon loads and shows the expected RenoDX title.
    • Relevant settings respond.
    • Target shader replacement is active.
    • Resource upgrades/clones preserve HDR values when applicable.
    • RGBA8U/UNORM bottlenecks are either intentionally left SDR-only or upgraded before HDR-critical data is lost.
    • Any proxy/output shader encodes the proven float signal through SwapChainPass or an equivalent output path without inverse-tonemapping final SDR.
    • SDR/HDR output toggles update the swapchain color space and injected output preset cbuffer consistently.
    • Final output mode/color space follows the selected setting.

Keep verification notes short and actionable: include the exact debug preset/target, expected artifact names, game-folder links, and runtime log/UI checks. Do not turn committed verification docs into scratch logs. For long investigations where agent context, tool output, or session limits can lose important state, keep a temporary scratch log with hypotheses, failed attempts, commands, captures, shader hashes, and next steps; migrate only stable game-specific facts into committed mod docs, metadata, or repo memory.

Useful references

  • docs/DEVKIT_MCP.md - deeper DevKit/MCP workflow and tool details.
  • src/games/AGENTS.md - game-folder conventions.
  • src/games/generic - new-mod scaffold.

© clshortfuse, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in .agents/skills/setup-game-mod-dev of clshortfuse/renodx.

  • SKILL.md
  • templates/verification-checklist.md

Open the folder on GitHubat commit 374d07b

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Categories

Questions about Setup Game Mod Dev

What does Setup Game Mod Dev do?

RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader…. Setup Game Mod Dev is an agent skill from clshortfuse/renodx. RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification.

When should I use Setup Game Mod Dev?

Setup Game Mod Dev fits situations like: starting a new src/games/{game} mod; continuing game-specific addon work; configuring DevKit for a game; turning DevKit findings into a real mod.

How do I install Setup Game Mod Dev in Claude Code?

Run `npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a claude-code`. Or copy the skill folder (.agents/skills/setup-game-mod-dev in clshortfuse/renodx) into .claude/skills/setup-game-mod-dev in your project. Claude Code loads it when a task matches its description.

How do I install Setup Game Mod Dev in Codex?

Run `npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a codex`. Or copy the skill folder (.agents/skills/setup-game-mod-dev in clshortfuse/renodx) into .agents/skills/setup-game-mod-dev in your project. Codex loads it when a task matches its description.

Can I use Setup Game Mod Dev 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 clshortfuse/renodx --skill setup-game-mod-dev -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/setup-game-mod-dev, .gemini/skills/setup-game-mod-dev, .github/skills/setup-game-mod-dev and .opencode/skills/setup-game-mod-dev in your project.

What does Setup Game Mod Dev need to run?

SKILL.md names no scripts, command-line tools or credentials: Setup Game Mod Dev is instructions for the agent only.

Does Setup Game Mod Dev 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 Setup Game Mod Dev 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 Setup Game Mod Dev use?

Setup Game Mod Dev is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Setup Game Mod Dev use?

About 4.6k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Setup Game Mod Dev?

Skills that share tags, products or a category with Setup Game Mod Dev: Run Nx Generator (nrwl/nx, 29k stars), Tsed CLI (tsedio/tsed, 3.1k stars), Trellis Spec Bootstarp (anjiemo/SunnyBeach, 178 stars) and Ue Code Authoring (JasonMa0012/MooaToon, 749 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Setup Game Mod Dev?

clshortfuse (a GitHub user) maintains it in clshortfuse/renodx, which has 4,445 GitHub stars. The repository holds 7 skills in this directory. The repository was last updated on October 8, 2026.

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