Index of every page on this site: llms.txt
All skills
rehan-remade avatar

/game-recon

@c1dff21
Run it yourself

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Also whether this machine can run it (a Windows game on macOS or Linux, x64 on ARM). Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

Use this Skill: https://skilld.dev/gh/rehan-remade/universal-modder/game-recon

Nothing lands on disk. Nothing to clean up.

Fork this Skill

Edit a local copy. It keeps the author and licence.

SKILL.md

≈129 tokens for metadata: the name and description. ≈1.1k when used: this file. ≈2.3k more on demand in 1 file.

Description uses 6.5% of example budget

Before choosing a Skill, your Agent reads its name and description. All available Skills share that space.

  • A shorter description leaves more room for other Skills. This entry exceeds our 1% size suggestion.

In our Claude Code example, all Skill names and descriptions share 8,000 characters. This Skill uses ≈516 characters, or 6.5%.

The 1% threshold is a size suggestion. Longer descriptions can still fit.

Your model, settings, and other Skills decide how much text your Agent can read.

Example settings and source

The example uses a 200k-token context and default Claude Code settings. The count includes the name, description, separators, and when_to_use when present. Codex also counts local file paths.

Skit's source and limits: Codex 0.160.1, Claude Code 2.1.292.

Game recon

Goal: in about five minutes, know what you're dealing with and which route to take. Write the answer down so every later step can rely on it.

0. Has another agent been here?

um kb search "<game>" (and the engine name). A field note in the shared knowledge base can hand you the working versions, the route, and the gotchas before you touch anything. See the share-field-notes skill.

1. Find it and fingerprint it

um scan --list                 # Steam, Epic and Xbox installs (Windows, WSL, Linux, macOS)
um scan "<name or folder>"     # host, engine, version, exes (.NET?), anti-cheat, loaders,
                               # mod folders, saves, routes
um scan "<game>" --json        # the same, machine-readable

um lives at bin/um in the universal-modder repo (plugins and clones put it on PATH). Anywhere else: uv tool install git+https://github.com/rehan-remade/universal-modder.

um scan reads files only. It indexes the install (bounded), sniffs PE headers, the Unity/Godot/GameMaker headers and the Unreal version string, maps known games to their community loader, and points to the playbook to read: skills/mod-any-game/references/engines/<engine>.md.

The scan can't see everything, so check these by hand:

  • Game not in a store library (GOG, itch, a standalone folder): pass the folder path.
  • Several engines' signals: launchers and web helpers are common. The top score wins, but read the "also" line.
  • Anti-cheat installed elsewhere: kernel drivers (Vanguard's vgk.sys) and launcher-level protection don't live in the game folder. Search "<game> anti-cheat".
  • Online-only or live-service games: treat them as protected even if nothing was detected.

1b. Can this machine run it?

Skip this when the game is native to the host: a Windows game on Windows or from WSL, a macOS or Linux build on its own OS (um scan prints the host: and each exe's CPU, and warns when a Windows build meets another OS). Otherwise (a Windows-only game on macOS or Linux, an x64 game on an ARM CPU), or when a game that should run here won't start, search the notes by situation and exact error text first (um kb search "windows game on mac", um kb search "proton", um kb search "<error text>"), then follow references/compatibility.md: host checks, per-game reports, the layers, anti-cheat, probes.

2. Research the living community (always; versions move)

Search, in order:

  1. "<game> modding" / "<game> mod loader" / "<game> modding wiki". The game's wiki often has a modding page.
  2. Nexus Mods (most popular mods show which frameworks they depend on), Thunderstore (Unity games: BepInEx packs), mod.io, the Steam Workshop (does the game have one? um scan shows installed Workshop content).
  3. GitHub: "<game> mod", "<game> modding api", "<game> decompile", "<game> sdk", "<engine> mod loader".
  4. Recent posts (X/Reddit/Discord announcements) for new frameworks. The loader might be days old.

Capture: the loader's name, repo, current version and install steps, the game versions it supports, a "hello world" example mod, and where logs go.

3. Decide

  • Can it be modded safely? Look at anti-cheat, online-only parts, the EULA or mod policy, and the ownership checks that loaders rely on (see skills/mod-any-game/references/safety.md). If not: say so, and offer what is possible (official tools, offline modes, a different game with the same idea).
  • Route: loader API > data/asset mod > managed patching > native hooks > reimplementation/mashup. Pick the first that reaches the user's idea.

4. Write MODDING_PLAN.md

# <Game> modding plan
- Install: <path> (<store> <appid>), version <x>
- Engine: <engine + version>, code: managed .NET / IL2CPP / native, 64-bit
- Anti-cheat / online: <none | what + verdict>
- Host / compat (if not native): <host OS, CPU, GPU> vs <game CPU + graphics API>; layer: <name + version>;
  verified by: <probe, log or screenshot>
- Saves: <path>   Config: <path>   Logs: <path>
- Community route: <loader vX.Y (repo)>, install: <steps>, example mod: <link>
- Chosen route for "<idea>": <route> because <reason>
- Lab plan: backup <folders> (um backup), lab profile <how>, windowed <how>
- Unknowns to resolve first: <list>

Then continue with the mod-any-game loop (lab setup → source of truth → vertical slice).

Source: SKILL.md on GitHub

skilld matched fixed text patterns in SKILL.md and file names. Patterns miss obfuscated code.

skilld run checks every file with the same patterns. It asks for approval before it loads a Skill with a behavior marked Needs approval.

1 warning2d3 checks · Risk SAFE
  • Gen Agent Trust Hub2d

    The skill assists in researching and planning game modding by fingerprinting installations and identifying community-supported loaders. It includes a tool installation from the author's own GitHub repository and processes community modding information. No malicious behavior or security risks were identified.

  • Socket5d

    No alerts

  • Snyk5d

    Risk: MEDIUM · 1 issue

Signed by skilld at c1dff21. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 days ago.

Activeupdated last week

README badge

README badge for rehan-remade/universal-modder/game-recon