Agent skill

Mod Any Game

by rehan-remade in rehan-remade/universal-modder

Mod a PC game the user owns, taking an idea to working in the real game and recorded.

MITAuto-check passedSecurity

Install Mod Any Game

skills CLI
$ npx skills add rehan-remade/universal-modder --skill mod-any-game -a claude-code

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

GitHub CLI
$ gh skill install rehan-remade/universal-modder mod-any-game --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/rehan-remade/universal-modder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/mod-any-game .claude/skills/mod-any-game && 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
mod-any-game
GitHub stars
6.5k
Token cost
~2.9k tokens
SKILL.md length
1,585 words
Files
16 (incl. references)
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Mod a PC game the user owns, taking an idea to working in the real game and recorded.

  • Works in 11 steps: Intake (keep it short) → Recon (the game-recon skill does this in… → Pick the cheapest route that reaches the… → …
  • The user wants to mod
  • SKILL.md covers Your tools, The loop, Hard rules and References
  • Calls uv and pipx

What it does

Mod Any Game is an agent skill from rehan-remade/universal-modder. Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game?"). It covers recon (engine, loaders, anti-cheat), choosing the route, a safe lab, a first vertical slice…

Its SKILL.md is about 2.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 17 other files, including reference files (for example `references/case-studies.md`, `references/engines/bethesda.md` and `references/engines/big-frameworks.md`).

It sits in Security, covering Game assets and audio. It works with Model Context Protocol. The repository describes itself as: Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game… The licence is MIT.

When your agent uses it

  • The user wants to mod
  • Reverse engineer
  • Mash up a game (add a nuke to Terraria
  • Make a new civ for Age of Empires

Example prompts

  • “add a nuke to Terraria”
  • “make a new civ for Age of Empires”
  • “put Minecraft inside X”
  • “/mod-any-game”

Workflow steps

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

  1. Intake (keep it short)
  2. Recon (the game-recon skill does this in depth)
  3. Pick the cheapest route that reaches the idea
  4. Lab setup (the safety net)
  5. Read the source of truth
  6. Vertical slice first
  7. Assets (fal-assets and asset-pipeline skills)
  8. Verify in the real game (build an oracle)
  9. Showcase (the showcase-video skill)
  10. Package and publish (the publish-mod skill)
  11. Leave a field note (the share-field-notes skill)

What it can do on your machine

Read from SKILL.md and the folder at commit 50af8bd. 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:

    • uv
    • pipx

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

  • Network

    No URLs in SKILL.md. Its commands use uv and pipx, which can reach the network depending on how they are called.

    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

Mod Any Game loads about 2.9k tokens when it runs, and up to ~20k if it reads all its reference files. Until then it costs about 146 tokens; SKILL.md has 1,585 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~146
When it runs · the whole SKILL.md, loaded when a task matches
~2.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~20k

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 rehan-remade/universal-modder at commit 50af8bd, republished under its MIT licence (© rehan-remade). 1,585 words, ~2,917 tokens.

Download SKILL.mdSave it as .claude/skills/mod-any-game/SKILL.md (or your agent's skills folder). This skill also uses 15 other files; get the full folder from GitHub.
name
mod-any-game
description
Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game?"). It covers recon (engine, loaders, anti-cheat), choosing the route, a safe lab, a first vertical slice, fal-generated assets, in-game verification and a showcase clip.

Mod any game

You are the modder. The user names a game and an idea, and you take it all the way to working in the real game, on video. The method below shipped three projects:

  • a Terraria mod (homing missiles, a tactical nuke, new enemies, a boss);
  • a new Age of Empires II civilization with 3D-rendered units;
  • real Minecraft composited into GTA V.

It also folds in what the September 2026 wave of AI mashup mods (Minecraft in Elden Ring, skateboarding in MW2) showed about scaling up.

  • Case studies: references/case-studies.md.
  • Code: examples/.
  • Everything other agents have written down: the knowledge base (knowledge/ in the repo, um kb search).

Your tools

um is the toolkit CLI. Plugin installs and clones put it on PATH (it lives at bin/um in the repo). Otherwise install it once for any agent: uv tool install git+https://github.com/rehan-remade/universal-modder (or pipx install ...). Every group has --help with examples.

NeedCommand
What games are installed, what engine, what anti-cheat, where saves liveum scan --list, um scan "<game>"
Sprites, textures, PBR, 3D models, rigs, SFX, music, voice, video (fal)um fal <recipe>, or the fal MCP (search_models, run_model)
Cut out / fit / pixelate / pack sprites; 3D model → sprite framesum sprite ..., um render3d ...
Launch, screenshot, click/type, record a Windows game (also from WSL)um win ...
Snapshot saves before touching them; undoum backup create/diff/restore
Cut a showcase videoum video contact/compile/mux
Lint a mod before sharing (game files, decompiled code, secrets)um publish check

Companion skills: game-recon, reverse-engineering, fal-assets, asset-pipeline, game-automation, showcase-video, mashup-mods, publish-mod, share-field-notes.

The loop

0. Intake (keep it short)
  • Get the game, the platform and store, and the idea in one sentence ("a homing missile launcher and a nuke that craters the world"). Also agree what done means; usually that's working in game plus a 20-45 s clip.
  • Settle online vs offline up front. If the game is online or competitive and has anti-cheat, don't mod the client (see Hard rules). Offer offline modes, private servers the user runs, or the official tools (Workshop, creative/map editors).
  • Start MODLOG.md in the working folder as the journal. Record paths, IDs, file formats, class names, what failed and why, and the next step. Anything not in the journal is lost at the next context compaction.
1. Recon (the game-recon skill does this in depth)
  • Search the knowledge base first. Run um kb search "<game>" and um kb search "<engine>". If another agent left a field note, start from its exact versions, route and gotchas, and don't repeat its dead ends. Without um, read https://github.com/rehan-remade/universal-modder/blob/main/knowledge/INDEX.md.
  • Run um scan "<game>". It reports the engine and version, whether code is managed or native, anti-cheat, mod loaders already installed, save folders, ranked routes, and which playbook in references/engines/ to read. Read that playbook.
  • Research the community as it is now: the wiki's modding page, Nexus / Thunderstore / mod.io / Workshop, GitHub, and the loader's current release and install steps. Versions move, so don't install from memory. If the community already has a loader (tModLoader, SMAPI, BepInEx, UE4SS, REFramework, SKSE, Fabric), use it.
2. Pick the cheapest route that reaches the idea
RouteWhenExamples
Data / assets onlythe idea fits the game's data filesAoE2 .dat via genieutils, Bethesda ESP/ESL, Paradox scripts, JSON content packs, pak overrides
Loader APIa loader exposes hooks for ittModLoader ModItem/ModNPC, SMAPI, BepInEx plugin, UE4SS Lua, REFramework Lua, SKSE plugin
Managed-code patching.NET/Mono/IL2CPP/Java with no API for your ideaHarmony prefix/postfix/transpiler, MonoMod, Mixin
Native hooksC/C++ engine with no loaderproxy DLL (dinput8/version/winmm) + MinHook/SafetyHook, signature scans
Reimplement / decomp / recomptotal control, or retro consolesN64 decomps, N64Recomp, XenonRecomp, IW4L-style rewrites that read the user's own game files
Mashup / passthroughtwo games at oncethe mashup-mods skill

Write the chosen route and the reason into MODLOG.md before building.

3. Lab setup (the safety net)
  • Before the first modded launch, run um backup create "<saves folder>" --name <game>-saves (the paths come from um scan). Snapshot the config/profile folder too if you'll change settings.
  • Use a separate lab profile or save folder when the loader allows it (tModLoader -tmlsavedirectory, an MO2 profile, a copy of the world or scenario). Scripted takes destroy test worlds, so keep a pristine copy and restore it before every take.
  • Use windowed mode at a known client size (registry/ini, see game-automation) so screenshots and click coordinates stay stable.
  • Keep decompiled code and extracted assets outside the repo (e.g. ~/<game>-decomp) and gitignore any derived data. Never commit game files.
4. Read the source of truth

Read the actual code and data instead of guessing how the engine behaves. The reverse-engineering skill covers the tools:

  • decompile: ILSpy/ilspycmd, Cpp2IL, Vineflower, Ghidra/IDA over MCP;
  • dump data: genieutils, xEdit, UndertaleModTool, FModel;
  • inspect live: UnityExplorer, the UE4SS live viewer, REFramework, Cheat Engine.

Record exact names and IDs in MODLOG.md. Check what the executable enforces as well as what the data says. In AoE2 the data happily holds a 64th civilization, but the civ picker only lists civs from a table hard-coded in the exe, so the mod replaces a slot instead of adding one.

5. Vertical slice first

Take one item, unit or weapon all the way through with placeholder art. Define it, launch, and prove it appears and works, from the log plus a screenshot you actually look at. Only then widen. Commit each working step in the mod's own git repo.

6. Assets (fal-assets and asset-pipeline skills)

Study the game's own assets first: size, palette, outline, camera angle, facing, frame layout. Then generate with um fal. Every call is recorded in fal_manifest.jsonl. Convert with um sprite / um render3d into exactly what the engine loads.

  • Consistency across many angles and frames: generate one concept, turn it into 3D (um fal model3d), then render every heading from the game's camera (um render3d --preset aoe2).
  • Pixel-art games: generate on a flat background or with transparency, cut out, then do one nearest-neighbour fit to the frame size.
Show full SKILL.md (603 more words)Show less
7. Verify in the real game (build an oracle)

The running game is the oracle; your reading of the code is not.

  • Make the test repeatable: a mod-side chat command or timeline, a scenario with triggers, or a test world. Drive the launch → menus → scene path with um win launch/drive, and check it with um win shot plus the game's log files.
  • Read screenshots at reduced scale (--scale 0.33) to save tokens; multiply coordinates back when clicking.
  • Circuit breaker: if the same failure repeats 3 times, stop. Write down what you know, then change approach or ask the user.
  • Common log locations:
Game / loaderLog
tModLoaderclient.log
BepInExBepInEx/LogOutput.log
UE4SSUE4SS.log
UnityPlayer.log in AppData/LocalLow/<company>/<product>/
SKSEDocuments/My Games/<game>/SKSE/
Minecraftlogs/latest.log
8. Showcase (the showcase-video skill)

Script the take so it's repeatable. Record the game window with the game's own audio (um win record). Choose moments from a contact sheet, then cut 20-45 s with one-line titles and a fade-out (um video compile).

9. Package and publish (the publish-mod skill)

Run um publish check <mod> --game "<install>". Write a README with install steps. Credit tools, loaders and fal-generated assets, and be honest that it was built with AI. Ship no game files.

10. Leave a field note (the share-field-notes skill)

Turn MODLOG.md into a knowledge-base note (um kb new ..., then um kb check). Cover:

  • exact versions;
  • the route;
  • what the engine really does;
  • how you verified it;
  • numbered gotchas.

With your human's OK, open a PR (um kb pr <note> --yes). Do this even if the mod isn't finished: a documented dead end saves the next agent hours.

Hard rules

  • Ownership. Only mod games the user owns.
  • Online play. Stay in single-player/offline, or on servers the user controls. Never touch the client of an online game protected by anti-cheat (EasyAntiCheat, BattlEye, Vanguard, VAC on official servers, Ricochet, ACE). Never write cheats (aimbots, ESP, speedhacks) for multiplayer.
  • No bypasses. Never bypass anti-cheat, DRM or ownership checks. tModLoader refuses to start unless the free tModLoader app is in the user's Steam library: add it, don't patch the check. If a game needs its anti-cheat off for mods, use only the official offline launch option.
  • No redistribution. Don't ship game files, decompiled source or extracted assets. Ship your own code and assets, or patches and converters that run on the user's own install ("bring your own game files").
  • Back up first. Run um backup before changing saves, profiles or game folders. Keep the restore path written in MODLOG.md.
  • Process hygiene.
    • Kill by exact PID (um win kill <pid>). Never use pkill -f (it matches your own shell) or wildcard kills.
    • Never block the game's main thread (for example by waiting on ffmpeg from inside a mod).
    • Clear crash reporters (BugSplat etc.) by PID when Steam refuses to relaunch.
  • The user's machine.
    • Driving input takes over their mouse and keyboard. Check um win drive --proc X idle and ask before long automated sessions while they're at the PC.
    • Ask before installing a loader into the game folder, changing registry or graphics settings, deleting anything, or publishing.

References

  • references/engines/:
    • big engines: unity.md, unreal.md, godot.md, source.md, native.md;
    • families and frameworks: dotnet-xna.md (Terraria, Stardew, Celeste), bethesda.md, big-frameworks.md (RE Engine, FromSoft, GTA, Cyberpunk, BG3), misc-engines.md (GameMaker, RPG Maker, Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), zengin.md (Gothic 1/2: Daedalus scripts, Union, GD3D11);
    • single games and retro: minecraft.md, genie-aoe2.md, retro-decomp.md.
  • references/case-studies.md: Terraria, AoE2 and Minecraft × GTA V end to end, every non-obvious fact.
  • The knowledge base (knowledge/ at the repo root; um kb search): field notes by many agents, per game and per technique.
  • references/safety.md: the rules with their reasons, anti-cheat and legal hygiene.

© rehan-remade, 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 15 other files (references) in skills/mod-any-game of rehan-remade/universal-modder.

  • SKILL.md
  • references/case-studies.md
  • references/engines/bethesda.md
  • references/engines/big-frameworks.md
  • references/engines/dotnet-xna.md
  • references/engines/genie-aoe2.md
  • references/engines/godot.md
  • references/engines/minecraft.md
  • references/engines/misc-engines.md
  • references/engines/native.md
  • references/engines/retro-decomp.md
  • references/engines/source.md
  • references/engines/unity.md
  • references/engines/unreal.md
  • references/engines/zengin.md
  • references/safety.md

Open the folder on GitHubat commit 50af8bd

Compare with similar skills

Mod Any Game 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.

Mod Any Game compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Mod Any Game this skillrehan-remade/universal-modder6.5k—~2.9kAutomated safety check: PassMIT
Unreal Material and VFX Workflowflopperam/unreal-engine-mcp1.1k—~927Automated safety check: PassNone
Fal AI Generationwitnesstodark/mr-mak-workspace347—~1kAutomated safety check: NotesMIT
Kiln Refine Assetinstruktlabs/kiln255—~3.6kAutomated safety check: PassMIT
Fmodel Unpackpa001024/dna-builder137—~2.6kAutomated safety check: PassMIT
Kiln Author Assetinstruktlabs/kiln255—~4kAutomated safety check: PassMIT

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Questions about Mod Any Game

What does Mod Any Game do?

Mod a PC game the user owns, taking an idea to working in the real game and recorded. Mod Any Game is an agent skill from rehan-remade/universal-modder. Mod a PC game the user owns, taking an idea to working in the real game and recorded.

When should I use Mod Any Game?

Mod Any Game fits situations like: the user wants to mod; reverse engineer; mash up a game (add a nuke to Terraria; make a new civ for Age of Empires.

How do I install Mod Any Game in Claude Code?

Run `npx skills add rehan-remade/universal-modder --skill mod-any-game -a claude-code`. Or copy the skill folder (skills/mod-any-game in rehan-remade/universal-modder) into .claude/skills/mod-any-game in your project. Claude Code loads it when a task matches its description.

How do I install Mod Any Game in Codex?

Run `npx skills add rehan-remade/universal-modder --skill mod-any-game -a codex`. Or copy the skill folder (skills/mod-any-game in rehan-remade/universal-modder) into .agents/skills/mod-any-game in your project. Codex loads it when a task matches its description.

Can I use Mod Any Game 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 rehan-remade/universal-modder --skill mod-any-game -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/mod-any-game, .gemini/skills/mod-any-game, .github/skills/mod-any-game and .opencode/skills/mod-any-game in your project.

What does Mod Any Game need to run?

Going by SKILL.md and its folder, Mod Any Game needs the command-line tools its instructions call (uv and pipx).

Does Mod Any Game access the network?

SKILL.md contains no URLs. Its commands use uv, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Mod Any Game 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 Mod Any Game use?

Mod Any Game 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 Mod Any Game use?

About 2.9k tokens (SKILL.md is roughly 12k 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 17k tokens, read only when the agent opens those files.

What are the alternatives to Mod Any Game?

Skills that share tags, products or a category with Mod Any Game: Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), Fal AI Generation (witnesstodark/mr-mak-workspace, 347 stars), Kiln Refine Asset (instruktlabs/kiln, 255 stars) and Fmodel Unpack (pa001024/dna-builder, 137 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Mod Any Game?

rehan-remade (a GitHub user) maintains it in rehan-remade/universal-modder, which has 6,452 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 11, 2026.

Source: rehan-remade/universal-modder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.