skyrimvr-claude-toolkit: Skill for Claude Code

.agents/skills/devbench/SKILL.md

devbench is a skill for Claude Code, Codex from WingedGuardian/skyrimvr-claude-toolkit. It costs 73 tokens per session (3,157 once invoked), scanned A, original, MIT.

A development tool that connects an agent to a running Skyrim game through a local server. It can inspect the live game, run console commands, call Papyrus functions, add HUD notes, and run test scenarios.

In plain words
What is it for?
It is for testing Skyrim mods in-game, checking why a feature does not work, reading game state, and driving repeatable test scenarios.
Why use it?
It removes the repeated loop of asking someone to launch the game, perform an action, and report what happened. Live state and command output are available while the game is running.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

This is WingedGuardian/skyrimvr-claude-toolkit's own configuration. It tells Claude Code and Codex 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/devbench-cli.sh alive # is the GAME running, paused, hung, or not loaded?.

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/devbench/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/WingedGuardian/skyrimvr-claude-toolkit

Made for: Claude Code, Codex.

Wrote 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.

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README.md
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

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Per session 73 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,157 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.
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 $0.00073 $0.03157
Opus 5.5 $0.00029 $0.01263
Sonnet 5.5 $0.00015 $0.00631
Haiku 4.5 $0.00007 $0.00316

Measured 2d ago against content hash 92c8e149c587, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

devbench 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 2d 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/devbench/SKILL.md · 151 lines

How it starts

The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.

DevBench — the live in-game test channel

The single biggest time sink in modding is the in-game test loop: change something, ask the user to launch the game, have them trigger it, wait, hear "it didn't work", guess again. DevBench breaks that loop. It is a dev-only SKSE plugin (alandtse, Nexus SE 181326 — same author as Engine Fixes VR) that runs a localhost REST + MCP server inside the running game, so the agent can inspect live state, run console commands and read their output, call Papyrus functions and get the return value, dismiss modals, and drive scripted scenarios — directly, while the user just keeps playing.

NOT bundled (GPL-3.0-or-later; the toolkit ships only the wrapper). It changes no gameplay and writes no save data.

It is a mod, not one of the tools/ dev utilities — so do NOT install it for the user. Every other optional tool lives in tools/ and never touches the game; DevBench is an SKSE plugin that ends up in Data/SKSE/Plugins/. Hand-copying a DLL there bypasses Vortex/MO2, leaves the file untracked, and on a managed install a later deploy or purge can clobber it. If the user wants DevBench, they install it through their own mod manager like any other SKSE plugin; the wrapper below works the moment it's present.

bash tools/devbench-cli.sh alive                       # is the GAME running, paused, hung, or not loaded?
bash tools/devbench-cli.sh health                      # raw off-thread liveness + instance identity
bash tools/devbench-cli.sh ping                        # server self-test only -- NOT proof of liveness
bash tools/devbench-cli.sh state                       # {plugin,version,vr,playerLoaded,frame,pid,port,exe}
bash tools/devbench-cli.sh inspect vm                  # Papyrus VM health — freeze diagnosis
bash tools/devbench-cli.sh exec "player.getav health"  # console exec + capture + read output
bash tools/devbench-cli.sh call Actor IsInCombat '[]' '{"form":"0x14"}'
bash tools/devbench-cli.sh notify "Test 3 of 5: swing now"   # HUD narration
bash tools/devbench-cli.sh tool menu '{"action":"accept"}'   # raw: any tool, any JSON

Hard requirement: the game must be running. The server only exists while the game is genuinely running with a save loaded. In VR that normally means the headset is on (Skyrim VR errors at VR-init without one) -- or headless mode, below. When the game is closed the port is dead — fall back to the offline tools (xelib, Spriggit, ReSaver, PyNifly).

Headless Skyrim VR (no headset): bash tools/vr-headless.sh on. It points the game at SteamVR's null driver (replacing an OpenComposite openvr_api.dll with SteamVR's own), so the game boots and DevBench is drivable with nobody in the headset. Close SteamVR first; then start SteamVR, let it settle (if room setup opens, wait for it to close: launching while it runs gets the game evicted), and launch the game. bash tools/vr-headless.sh off restores both files byte-exact and verifies them; it is safe to repeat and after a crash, so run it before the user plays again. Valid only for pose-independent tests -- scripts, records, console, frame rate. Anything that depends on where the head and hands are (HIGGS, VRIK, PLANCK, hand collision) needs the real headset. emu on|off swaps in a pose-emulating driver (its hands track) once the user has built it (tools/vr-emu-driver/README.md: fetched from a pinned upstream commit, never shipped). Skyrim VR only.

Port is deterministic per runtime: SE/AE 8920, VR 8921 (DevBench iterates if the port is busy and writes the bound port to Data/SKSE/Plugins/devbench/runtime.json, which the wrapper reads). Override with DEVBENCH_PORT. MCP clients can point at http://127.0.0.1:<port>/mcp; the REST path the wrapper uses works any time the server is up, with no reconnect.

Read the full file on GitHub · 151 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. 2d ago Changed · +18 lines 92c8e149c587
  2. 23d ago Changed · +37 lines a7aabbb34d87
  3. 26d ago First seen · 96 lines · 73 tokens per session scan A b051c48bc483

Subscribe to this mod's changes

devbench is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (21 stars, last pushed yesterday), licensed MIT. It adds 73 tokens to every session and 3,157 once invoked, about $0.0003 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 2026-10-12.

Related

devbench compared with skills from other repositories

devbench next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
devbenchWingedGuardian/skyrimvr-claude-toolkitSkill21yesterdayMITA73Claude Code, Codex
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cli-anything-nsight-graphicsHKUDS/CLI-AnythingSkill58k1mo agoApache-2.0A29Claude Code, Codex
performance-optimizationgamedev-skills/awesome-gamedev-agent-skillsSkill6.9k9d agoApache-2.0A121Claude Code
unity-consoleBesty0728/Unity-SkillsSkill1.9kyesterdayMITA10Claude Code, Codex
diagnosing-bgs-problemshashgraph-online/awesome-codex-pluginsSkill1.5kyesterdayApache-2.0A72Claude Code, Codex
axiom-audit-spritekitCharlesWiltgen/AxiomSkill1.3kyesterdayMITA39Codex