skyrimvr-claude-toolkit: Skill for Claude Code

.agents/skills/mod-update-check/SKILL.md

mod-update-check is a skill for Claude Code, Codex from WingedGuardian/skyrimvr-claude-toolkit. It costs 104 tokens per session (3,039 once invoked), scanned A, original, MIT.

A safety review procedure for updating or adding Skyrim mods to an existing game installation and save. It checks the mod page and changelog first, then examines the archive and installed files when needed.

In plain words
What is it for?
Use it to assess mod updates, compare an archive with the installed copy, identify needed install steps, and reach a per-mod verdict.
Why use it?
It helps avoid damaging an ongoing playthrough by judging changes against the actual save, load order, and installed files rather than relying only on a mod manager's version record.

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 →

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/mod-update-check/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.

agentmods badge for mod-update-check

README.md
[![agentmods](https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/mod-update-check/github.svg)](https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/mod-update-check)
Your own site
<a href="https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/mod-update-check"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/mod-update-check/github.svg" alt="Measured on agentmods" height="20"></a>

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.

agentmods 80×15 button for mod-update-check

Your own site · 80×15
<a href="https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/mod-update-check"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/mod-update-check.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,039 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 $0.00104 $0.03039
Opus 5.5 $0.00042 $0.01216
Sonnet 5.5 $0.00021 $0.00608
Haiku 4.5 $0.00010 $0.00304

Measured 2d ago against content hash 57db879d7c19, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

mod-update-check 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/mod-update-check/SKILL.md · 179 lines

How it starts

The opening of the file, as written. The whole thing — 179 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Mod update check

Every mod is judged against this user's situation, save, load order and install, never in the abstract.

Step 0: establish the situation and intent before proposing changes

Most updates happen mid-playthrough, and that is where they do damage. But not every user is mid-playthrough, and the same user changes situation (a new character, a throwaway test save, a rebuild). The protections that matter for a kept save are wrong for a new game and missing for a kept one, so assume neither.

  1. Read ## My preferences in KNOWLEDGEBASE.local.md. It holds what the user told you: whether a save is being kept, what this session is for, and standing rulings ("never remove or reorder mods on this save", "new mods go last", and so on). Those rulings decide what you may even propose, and they outrank the rubric's defaults: the rubric says what a change COSTS, the preferences say what the user will ACCEPT.
  2. Check it still fits this request. Use the current request and session context as well as the recorded preferences. A missing file alone is not a reason to ask again. If a material fact remains unknown or contradictory, ask only what you cannot establish; continue independent read-only work while waiting:
    • Is there a save you want to keep playing, or is this a new or throwaway game?
    • What is this session for: updates only, new mods too, or fixing one problem?
    • Is there anything you do not want touched: removals, load-order changes, particular mods?
  3. Record the answers in ## My preferences, dated, and apply them. A new ruling stated mid-session goes there in the same turn, so the next session starts with it. Keep the section short: the session context includes at most 4,096 bytes of its body; read the full section if truncated.
  4. If a ruling blocks the move that looks right, say so and propose the compliant one. Do not queue work that breaks a ruling (for example, offering a new mod as the next step while updates are still open). When a material ambiguity remains, ask once and record the answer. These choices do not waive verified backups, write guards or scoped authorization.

Read the full file on GitHub · 179 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 · +26 lines 57db879d7c19
  2. 23d ago First seen · 153 lines · 104 tokens per session scan A 93d267c3a6b5

Subscribe to this mod's changes

mod-update-check is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (21 stars, last pushed yesterday), licensed MIT. It adds 104 tokens to every session and 3,039 once invoked, about $0.0004 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 2026-10-14.

Related

mod-update-check compared with skills from other repositories

mod-update-check next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
mod-update-checkWingedGuardian/skyrimvr-claude-toolkitSkill21yesterdayMITA104Claude Code, Codex
playtest-reportDonchitos/Claude-Code-Game-StudiosSkill36k19d agoMITA20Claude Code
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