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/.agents/skills/port-to-vr/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/port-to-vr)<a href="https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/port-to-vr"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/port-to-vr/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.
<a href="https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/port-to-vr"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/port-to-vr.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00018 | $0.01031 |
| Opus 5.5 | $0.00007 | $0.00412 |
| Sonnet 5.5 | $0.00004 | $0.00206 |
| Haiku 4.5 | $0.00002 | $0.00103 |
Grade A, and why
port-to-vr scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 26d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 80 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Port SSE Mod to VR
Systematically check the mod the user named ($ARGUMENTS in Claude Code) against every known VR incompatibility. Consult KNOWLEDGEBASE.md for full details on each item.
Step 1: SKSE Dependency Check
- Does the mod require SKSE64? → Needs SKSEVR equivalent
- Check for address library dependencies → VR address library is entirely different
- Look for DLL plugins in
Data/SKSE/Plugins/→ must be compiled against SKSEVR - Check if CommonLibSSE-NG versions exist (supports SE + AE + VR in one build)
Step 2: Papyrus Script Audit
Decompile all .pex files and check for:
-
PlayIdle()on player → fails in VR (VRIK overrides skeleton IK). Replace with timed Papyrus scripts. -
DisablePlayerControls()alone → doesn't stop VR thumbstick movement. AddSetDontMove(true). -
SetVehicle()→ causes HMD desync in VR. Must be removed entirely. -
ForceThirdPerson()/ForceFirstPerson()→ can't control VR camera. -
Input.GetMappedKey()→ returns -1 for VR controllers. Use VRIK API. -
Game.ShakeCamera()→ mostly inert in VR, leave in but document. -
SetAngle()on player → doesn't control HMD orientation.
Step 3: Skeleton Compatibility
- Check for custom skeleton nodes → PreWEAPON and PreSHIELD nodes cause CTD in VR
- Verify XP32 compatibility → need "XP32 First Person Skeleton CTD Bugfix" for VR
- Any
.hkxbehavior files → Havok behaviors work but test with VRIK IK overlay
Step 4: Physics and Combat
- Havok physics tuned for 60Hz? → VR runs at 90Hz, needs
fMaxTimeINI adjustment - Player collision assumptions → VR uses capsule vs ragdoll (not capsule vs capsule)
- Melee hit detection → in VR it is layered (HIGGS, optional collision mods, then vanilla). An SSE collision mod such as Precision lists SE/AE support on its Nexus page; check for a VR build before assuming it applies. Find out which layer the mod assumes and test against the user's actual stack.
- Weapon reach values → verify against the VR hit-detection stack, not SSE numbers
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.
- 26d ago Changed · +1 lines 82c3ddf4c872
- 2mo ago First seen · 79 lines · 18 tokens per session scan A b0faa24f6205
port-to-vr is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (21 stars, last pushed yesterday), licensed MIT. It adds 18 tokens to every session and 1,031 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.
port-to-vr compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| port-to-vrWingedGuardian/skyrimvr-claude-toolkit | Skill | 21 | yesterday | MIT | A | 18 | Claude Code |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |