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.
curl -O https://raw.githubusercontent.com/WingedGuardian/skyrimvr-claude-toolkit/master/.claude/skills/create-mod/SKILL.mdgit clone --depth 1 https://github.com/WingedGuardian/skyrimvr-claude-toolkitWrote 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/wingedguardian/skyrimvr-claude-toolkit/create-mod)<a href="https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/create-mod"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/create-mod.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 5.1 | $0.00030 | $0.00776 |
| Opus 5 | $0.00015 | $0.00388 |
| Sonnet 5 | $0.00006 | $0.00155 |
| Haiku 4.5 | $0.00003 | $0.00078 |
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 8d 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 — 61 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
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)
- Write the
.pscsource file - Compile:
bash tools/automod-cli.sh papyrus compile <source> --output Data/Scripts --headers tools/automod/skyrim-script-headers --json(Or use our existing Caprica:tools/Caprica/Caprica.exe --game skyrim --import "Data/Scripts/Source" --flags "TESV_Papyrus_Flags.flg" --output "Data/Scripts" "script.psc") - Attach to quest:
bash tools/automod-cli.sh esp attach-script <esp> --quest <editorId> --script <name> --json - 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
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.
- 8d ago First seen · 61 lines · 30 tokens per session scan A a67d1315ad17
create-mod is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (13 stars, last pushed yesterday), licensed MIT. It adds 30 tokens to every session and 776 once invoked, about $0.0002 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 2026-08-30.
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Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
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Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
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How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.