Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/citiesskylinesmodding/agents-plugins/cs2-modding-setupnpx skills add CitiesSkylinesModding/agents-plugins --skill cs2-modding-setupgit clone --depth 1 https://github.com/CitiesSkylinesModding/agents-pluginsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-modding-setup)<a href="https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-modding-setup"><img src="https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/cs2-modding-setup.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00097 | $0.02332 |
| Opus 5 | $0.00048 | $0.01166 |
| Sonnet 5 | $0.00019 | $0.00466 |
| Haiku 4.5 | $0.00010 | $0.00233 |
Grade A, and why
cs2-modding-setup scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 164 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Setting up a Cities: Skylines II modding environment
Five things, provisioned separately and none of them required: a decompile of the installed game, the game's developer launch options, a debug patch that lets a debugger attach to it, a mod corpus to read from, and a readable copy of the game's UI bundle, which ships as one minified line.
Take the request as it comes rather than asking the user for a keyword. No argument, or anything that reads as "set me up", runs first-time setup. A game update, a stale decompile, or "does this still match my game" is the refresh branch. "What should I read for X" consults the catalog and clones nothing unless asked. An unavailable debug menu or UI debugging port is step 3 alone — the developer launch options — with nothing else run. A UI bundle copy to create is step 5's readable-copy extra alone; one that exists but is stale is the refresh branch.
Verified against game version 1.6.0f1.
Paths and commands throughout are Windows.
A VOLATILE: or UNVERIFIED: marker in this skill's references follows the plugin-wide policy the cs2-modding trunk skill states: a label naming what moves or what went unconfirmed, with unmarked prose holding as architecture.
IMPORTANT: follow this skill's steps and references on anything they own — or at the very least grep them before acting on a remembered path, version or flag, because every value here is recorded or readable from the machine and the remembered one is the one that has drifted.
The record
One file holds everything this skill provisions: ~/.cs2-modding/setup.md, which is %USERPROFILE%\.cs2-modding\setup.md on Windows.
Read it before reading any local source, here and in every other skill of this plugin.
A missing file, a missing key, or a (none) value means that source does not exist: route the user to this skill and provision it, rather than guessing a path or grepping one that is not there.
It sits in the user's home directory rather than in agent memory or in a project file for two reasons worth telling the user when you create it: only one of the two supported harnesses has persistent agent memory, and what it records belongs to the machine — one game install, one decompile, however many mod projects. State the path in plain text when you write it, because a user who does not know the file exists cannot move it or delete it.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 3d ago First seen · 164 lines · 97 tokens per session scan A e99b64364da6
cs2-modding-setup is a skill published in the GitHub repository CitiesSkylinesModding/agents-plugins (5 stars, last pushed 3d ago), licensed MIT. It adds 97 tokens to every session and 2,332 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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