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/publish-mod

@c1dff21
Run it yourself

Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.

Use this Skill: https://skilld.dev/gh/rehan-remade/universal-modder/publish-mod

Nothing lands on disk. Nothing to clean up.

Fork this Skill

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

SKILL.md

≈95 tokens for metadata: the name and description. ≈711 when used: this file.

Description uses 4.7% 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 ≈379 characters, or 4.7%.

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.

Publish a mod

1. Lint

um publish check ./MyMod --game "<game install folder>"
  • FAIL: files byte-identical to game files, leaked keys (fal/Anthropic/OpenAI/GitHub/AWS), .env files.
  • WARN: decompiler fingerprints in source (FUN_/DAT_/sub_ names, "Decompiled with" headers), large engine archives, absolute user paths, a missing README, fal assets without credit.

Fix every FAIL. Resolve each WARN deliberately. For example, AoE2 data mods do ship a modified .dat, which is the platform's norm.

2. Package the way the platform expects

Platform / loader Package
tModLoader Build → .tmod; publish from the in-game Mod Sources menu (Steam Workshop)
BepInEx / Thunderstore zip with manifest.json, icon.png (256×256), README.md, plugins/<Mod>.dll; dependency strings like BepInEx-BepInExPack-5.4.2100
Nexus Mods zip laid out as it installs (Data/... for Bethesda, BepInEx/plugins/..., ue4ss/Mods/..., ~mods/*.pak)
AoE2 DE the official mod site (ageofempires.com/mods) or the in-game uploader; data mods include resources/_common/dat/...
Steam Workshop the game's own uploader or SDK tool
Minecraft Modrinth / CurseForge jar with fabric.mod.json / neoforge.mods.toml
ROM hacks / GameMaker patches only (BPS/IPS/xdelta), never the modified game file

A Nexus mod with options gets a FOMOD installer: see the FOMOD tutorial and STEP's FOMOD guide. Nexus Mods' own modding wiki covers the rest of their site's conventions.

3. README (in the zip and on the page)

  • What it adds: bullets, a GIF or the showcase video.
  • Requirements: game version, the loader and its version, dependencies.
  • Install, uninstall and troubleshooting (where the log is).
  • Compatibility: multiplayer? Known conflicts?
  • Credits:
    • the loader and libraries;
    • references you learned from;
    • "Art/audio generated with fal (fal.ai) using <models>" (fal_manifest.jsonl lists them);
    • honest AI disclosure (which agent and model built it).
  • License for your code (MIT/Apache is common). Your assets' terms follow the models' licenses.

4. Version and changelog

Use semver in the manifest/build file, name the supported game version, and keep a changelog. When the game updates, re-run the in-game test scene before bumping.

5. The post

  • Lead with the video: the showcase-video skill; 20-45 s, gameplay within 2-3 s.
  • Post text: the hook, what it is, the "how" credit (which agent + fal built it), a link.
  • If the video uses anyone else's footage, credit them by handle and ask first.
  • Publishing is always the user's call. Draft it, show them, and let them press the button.

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.

No alerts17d3 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    The skill provides a standard workflow for packaging and publishing game mods, including security checks to prevent the accidental disclosure of API keys. No security issues were detected.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

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 3 weeks ago

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