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/mashup-mods

@c1dff21
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Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.

Use this Skill: https://skilld.dev/gh/rehan-remade/universal-modder/mashup-mods

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

referencesmashup-cases.md

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Mashup cases: routes, versions and ownership

A compact index of mashup projects. Use it to find the closest prior project before choosing a route. Versions are the ones the projects named; check current releases. Creator claims are reports.

Project Route Host / guest and versions Player owner Units Transport
SkyCraft 0.1.2 passthrough + geometry transfer Skyrim (SKSE, D3D11; AE path preferred) / Minecraft Fabric Minecraft; Skyrim for furniture, mounts, kill-moves 70 Skyrim units per block named shared memory: snapshots, rings, actor tables, triple-buffered overlay
LibertyCraft passthrough + geometry transfer (fork of SkyCraft) GTA IV (a community scripting SDK, D3D9) under Wine on Linux / the forked Fabric mod Minecraft; GTA for missions, cutscenes, cars 1 m per block SkyCraft v11 layout, new magic; seqlocks, bounded queues, byte rings, triple buffers; Windows/POSIX split
ValCraft passthrough Valheim (BepInEx) / hidden Minecraft Fabric Minecraft simulates the player — shared memory
Killcraft passthrough (SkyCraft's guest mod) ULTRAKILL / hidden Minecraft running SkyCraft's Fabric mod Minecraft (movement, health, inventory, combat) 2 host units per block —
FalloutCraft passthrough (SkyCraft lineage) Fallout 4 1.11.240, F4SE 0.7.9 / Minecraft 26.3 Fabric — — —
Minecraft × GTA V (examples/minecraft-gta5-passthrough) frame compositing + state GTA V Legacy build 3889, ScriptHookV 3889.0, ReShade 6.8.0 / Minecraft 26.3 Fabric (author's test, Sept 2026) GTA on foot; Minecraft in elytra flight 1 m = 1 block; (x, y, z) → (x, z + yOffset, −y) WebSocket 127.0.0.1 for gameplay; named shared memory for colour/depth/HUD
Wither Storm × GTA V frame compositing + state (built from the GTA V example) GTA V Legacy / Minecraft Java 1.20.1 with a large boss mod — 1 m = 1 block the GTA V example's transport
CrossOver bridge: Monster Hunter: World frame compositing + state MHW 15.23.00 (build 421810), CrossOver with a Direct3D-on-Metal layer, D3D11 / Minecraft 1.21.1 Fabric on native macOS Minecraft drives movement and camera damage = native HP file-backed shared memory (8 MiB control + frame mapping)
CrossOver bridge: Elden Ring frame compositing + state ER app 1.17.1 (exe 2.7.1.0), CrossOver D3DMetal/D3D12 / Minecraft 1.21.1 Fabric Minecraft drives movement and camera damage = MC damage scaled by target max HP as above, frame layout v2 with separate hand layer
NewVegasCraft frame compositing + state Fallout: New Vegas Steam 1.4.0.525, xNVSE, ReShade (Proton setup) / Minecraft Minecraft 70 host units per block; exterior yOffset −34 WebSocket + mapped file
Minecraft × Half-Life (GoldSrc) geometry transfer Half-Life client/server DLLs (OpenGL) / hidden Minecraft Minecraft; Half-Life for ladders, use, noclip, death 40 units per block; health ×5 shared mapping (SkyCraft-derived name)
GalaxyCraft geometry transfer into an emulated game Super Mario Galaxy 2 in Dolphin + native module / Minecraft Fabric native Mario, or Minecraft with Mario hidden GX display lists, KCL collision 30,134,304-byte mapping; host LE v10, mailbox BE v5
Signet shared neutral simulation own server; Doom/Quake-style viewers are reimplementations; Minecraft via official-server gateway server-authoritative, 20 Hz client prediction neutral metres, 2.5D height grid JSON over TCP
Faith Runner subsystem transplant Mirror's Edge movement in Rust → Skyrim (SKSE) and Minecraft (Java FFI) the transplanted mechanic 70 units per metre in Skyrim static/dynamic C exports
ER Mario 0.3.8 rebuilt mechanic, in-process Elden Ring (me3) / libsm64 compiled into a Rust DLL; owner's US Mario 64 ROM for textures, audio and animations Mario; a hidden native character follows for doors, menus, quests, deaths and saves — in-process C API
libsm64 rebuilt mechanic as a library any host that feeds collision and input (Garry's Mod, ER Mario) / Super Mario 64 decomp Mario's state, stepped by the host — C library
AC1 Movement Rewritten subsystem recreation Bevy greybox; owned AC PC install for models/animations; capsule fallback the recreation — —
Diablo II movement in DevilutionX subsystem transplant DevilutionX (Diablo I) Diablo I systems underneath 256/8 fine units per tick at 20 ticks/s (v0.2) in-process
Garry's Redemption frame overlay window + state RDR2 / hidden Garry's Mod GMod for sandbox and player physics (design) 0.01905 m per Source unit versioned shared memory per direction
BullySkate rebuilt guest subsystems in workers Bully (ASI + scripting) / Skate physics and audio workers the worker while skating — event-driven worker contracts
IW4L 0.1.0-demo.2 engine recreation MW2 assets from the owned install / Rust, Bevy, wgpu; D3D9 shaders translated toward WGSL the recreation (authoritative state, client prediction, snapshots) — one process
benilla engine recreation WoW 1.12.1 (build 5875) data / Rust, Bevy; extension point for extra Bevy plugins the recreation — one process
SK8-ENGINE engine recreation (base of BullySkate, SkateGM, World of Skatecraft, the 2010 mashup) owner's Skate 3 Xbox 360 data / Rust, Bevy; Lua SDK owns game policy the recreation — one process
HL2-RS engine recreation (standalone) Half-Life 2 Source assets / Rust the recreation Source units converted at load one process
CS:Craft engine recreation + added Minecraft mode CS:GO formats in Rust/Bevy, fixed 64 Hz simulation the recreation Source (x, y, z) → Bevy (x, z, −y), inches kept one process; IW4L "stitching" is a design
World of Skatecraft rebuilt Skate engine inside a recreated host benilla (recreated WoW 1.12.1 client, build 5875 data) + patched private-server core on Linux the Skate engine while skating — in-process via extension entry point
SkateGM rebuilt Skate engine inside a host Garry's Mod / rebuilt Skate engine, owner Xbox 360 data the Skate engine while skating — in-process native module + Lua
Halo / MW2 Director engine recreation + map import + authored cinematic IW4L (Rust MW2 runtime) on macOS Metal / owned Halo CE assets IW4L (MW2 movement and rules) — one process
PipeLink installer + converters around GTA SA × Skate × MW2 GTA SA 1.0 US / Skate engine, IW4L — GTA Z-up → Skate Y-up —
Touhou HFR (adjacent: timing/render mod, not a mashup) native timing and graphics patch Touhou executables (TH08–TH20 targets by version) and New Classic the original game 60 Hz native vs substeps proxy DLLs
2010 Rust Rewrite Mashup engine recreation + fusion IW4L-derived runtime + Minecraft reimplementation one runtime 36 host units per block one process

Using a row

  1. Open the closest row's own repository and read its current README and design doc.
  2. Copy its ownership and unit decisions into your docs/CONTRACT.md (knowledge/techniques/bridge-contracts-ownership-units-and-lifecycle.md).
  3. Note its known limits as your first test cases.
  4. Never cite a row as proof that something works in game.

Source: SKILL.md on GitHub

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1 warning11d3 checks · Risk SAFE
  • Gen Agent Trust Hub11d

    The skill provides a methodology for creating game mashups and mods, detailing patterns for inter-process communication and native code injection. The primary security consideration is the instruction for the agent to retrieve and process documentation from various third-party GitHub repositories, which creates a surface for indirect prompt injection.

  • Socket11d

    1 alert: gptAnomaly

  • Snyk11d

    Risk: LOW · No issues

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Last checked against GitHub 3 days ago.

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