skyrimvr-claude-toolkit: Skill for Claude Code

.claude/skills/port-to-vr/SKILL.md

port-to-vr is a skill for Claude Code from WingedGuardian/skyrimvr-claude-toolkit. It costs 18 tokens per session (879 once invoked), scanned A, original, MIT.

A checklist for checking whether a Skyrim Special Edition mod can work in Skyrim VR, the virtual-reality version of the game.

In plain words
What is it for?
Use it to inspect dependencies, compiled plugins, scripts, player movement, camera controls, controller input, and skeleton compatibility when porting a mod to VR.
Why use it?
VR has different script, input, camera, skeleton, and code requirements, so a mod that works in the regular game may fail or behave incorrectly.

Skill for Claude Code

Written for Claude Code: argument-hint in frontmatter.

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 →

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

Made for: Claude Code.

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 port-to-vr

README.md
[![agentmods](https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/port-to-vr/github.svg)](https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/port-to-vr)
Your own site
<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.

agentmods 80×15 button for port-to-vr

Your own site · 80×15
<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>
Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 879 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 $0.00018 $0.00879
Opus 5 $0.00009 $0.00439
Sonnet 5 $0.00004 $0.00176
Haiku 4.5 $0.00002 $0.00088

Measured 12d ago against content hash b0faa24f6205, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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 12d 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.

.claude/skills/port-to-vr/SKILL.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 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 specified by $ARGUMENTS 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. Add SetDontMove(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 .hkx behavior 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 fMaxTime INI adjustment
  • Player collision assumptions → VR uses capsule vs ragdoll (not capsule vs capsule)
  • Melee hit detection → Precision doesn't exist for VR; HIGGS/VRIK handle this
  • Weapon reach values → formula changes without Precision

Step 5: UI and Menus

  • SkyUI dependency → needs SkyUI VR fork specifically
  • Custom menus/widgets → VR UI is completely reworked for controllers
  • MCM menus → must use SkyUI VR MCM
  • Book content → treated as 2D HUD layer in VR

Read the full file on GitHub · 79 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. 12d ago First seen · 79 lines · 18 tokens per session scan A b0faa24f6205

Subscribe to this mod's changes

port-to-vr is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (14 stars, last pushed 2d ago), licensed MIT. It adds 18 tokens to every session and 879 once invoked, about $0.0001 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.

Related

Other skills, from other repositories

gameobject-component-destroy

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.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens