skyrimvr-claude-toolkit: Skill for Claude Code

.agents/skills/create-mod/SKILL.md

create-mod is a skill for Claude Code from WingedGuardian/skyrimvr-claude-toolkit. It costs 30 tokens per session (994 once invoked), scanned A, original, MIT.

A guided workflow for creating a new Skyrim game modification with the AutoMod command-line tool. It can create the mod plugin and add records such as weapons, spells, armor, characters, books, and perks.

In plain words
What is it for?
It is for starting a Skyrim mod, creating its plugin file, and adding supported game content with specified properties.
Why use it?
It gives a repeatable sequence for building a mod instead of requiring the creator to remember each setup and data-entry command. It also requires previewing changes before writing them.

Skill for Claude Code

Written for Claude Code: argument-hint in frontmatter. Also seen: installed under .agents/ (shared by several agents).

This is WingedGuardian/skyrimvr-claude-toolkit's own configuration. It tells Claude Code how to work on skyrimvr-claude-toolkit itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything skyrimvr-claude-toolkit configures →

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is bash tools/automod-cli.sh esp create "<ModName>" --output "Data" --author "<author>" --description "<desc>" --json.

Reuse

Borrowing it

Nothing to install: this file belongs to WingedGuardian/skyrimvr-claude-toolkit. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/WingedGuardian/skyrimvr-claude-toolkit/master/.agents/skills/create-mod/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/WingedGuardian/skyrimvr-claude-toolkit

Made for: Claude Code.

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README.md
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Per session 30 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 994 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00030 $0.00994
Opus 5.5 $0.00012 $0.00398
Sonnet 5.5 $0.00006 $0.00199
Haiku 4.5 $0.00003 $0.00099

Measured 23d ago against content hash 8ccf13f18e2f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

create-mod 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 23d 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.

.agents/skills/create-mod/SKILL.md · 63 lines

How it starts

The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Create New Mod Workflow

Build a mod step-by-step using the AutoMod CLI. Always use --json on all commands. Always use --dry-run first on write commands.

Step 1: Create the Plugin

bash tools/automod-cli.sh esp create "<ModName>" --output "Data" --author "<author>" --description "<desc>" --json

Use --light for ESL-flagged plugins (if under 2048 records).

Step 2: Add Records

Use the appropriate esp add-* command for each record:

  • Weapons: esp add-weapon <esp> <editorId> --type <type> --model <preset> --damage <n> --dry-run --json
  • Spells: esp add-spell <esp> <editorId> --type <type> --effect <preset> --magnitude <n> --dry-run --json
  • Armor: esp add-armor <esp> <editorId> --type <type> --slot <slot> --model <preset> --dry-run --json
  • NPCs: esp add-npc <esp> <editorId> --name "<name>" --level <n> --dry-run --json
  • Books: esp add-book <esp> <editorId> --name "<name>" --text "<content>" --dry-run --json
  • Perks: esp add-perk <esp> <editorId> --name "<name>" --effect <preset> --dry-run --json
  • Globals: esp add-global <esp> <editorId> --type float --value <n> --dry-run --json
  • Also available: esp add-quest and esp set-property (arguments: bash tools/automod-cli.sh esp --help --json)

Important: Weapons and armor REQUIRE --model or they'll be invisible. Spells REQUIRE --effect or they'll do nothing.

Always preview with --dry-run first, then remove it after user approves.

Step 3: Add Scripts (if needed)

  1. Write the .psc source file
  2. Compile: bash tools/automod-cli.sh papyrus compile <source> --output Data/Scripts --headers tools/automod/skyrim-script-headers --json (Or use Caprica: from Data/Scripts/Source, with a BARE filename (a path makes Caprica fail with a namespacing Fatal Error): "<game root>/tools/Caprica/Caprica.exe" --game skyrim -f TESV_Papyrus_Flags.flg -i . -i "<base-game .psc sources>" -o "<game root>/Data/Scripts" MyScript.psc. The second -i is REQUIRED whenever the base-game sources are not in the current folder (e.g. <game root>/Data/Source/Scripts): without it any script extending a vanilla type fails with "Unable to resolve type". One -i per further import folder.)
  3. Attach to quest: bash tools/automod-cli.sh esp attach-script <esp> --quest <editorId> --script <name> --json
  4. Auto-fill properties: bash tools/automod-cli.sh esp auto-fill <esp> --quest <editorId> --script <name> --script-dir Data/Scripts/Source --data-folder Data --json

Read the full file on GitHub · 63 lines

Changes

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.

  1. 23d ago Changed 8ccf13f18e2f
  2. 26d ago Changed · +2 lines be80b3057b97
  3. 2mo ago First seen · 61 lines · 30 tokens per session scan A a67d1315ad17

Subscribe to this mod's changes

create-mod is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (21 stars, last pushed yesterday), licensed MIT. It adds 30 tokens to every session and 994 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.

Related

create-mod compared with skills from other repositories

create-mod next to 6 skills from other repositories
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create-modWingedGuardian/skyrimvr-claude-toolkitSkill21yesterdayMITA30Claude Code
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godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skillsSkill6.9k9d agoApache-2.0A95Claude Code
scenario-unreal-gameplayscenario-labs/skillsSkill3.2kyesterdayMITA121Claude Code
motionOpenDCAI/GameFactory-3ASkill1.0k8d agoApache-2.0A0Claude Code, Codex
unity-addressablesBesty0728/Unity-SkillsSkill1.9kyesterdayMITA25Claude Code, Codex
unity-manual-componentBesty0728/Unity-SkillsSkill1.9kyesterdayMITA36Claude Code, Codex