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/skyrim-context/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/skyrim-context)<a href="https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/skyrim-context"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/skyrim-context/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/skyrim-context"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/skyrim-context.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 | $0.00034 | $0.00682 |
| Opus 5 | $0.00017 | $0.00341 |
| Sonnet 5 | $0.00007 | $0.00136 |
| Haiku 4.5 | $0.00003 | $0.00068 |
Grade A, and why
skyrim-context 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 10d 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 — 47 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Skyrim Modding Context
You are working in a modded Skyrim installation with a full modding toolkit. Consult KNOWLEDGEBASE.md in the project root for the complete reference. Below are the most critical gotchas that cause silent failures or crashes.
Top 15 Gotchas (Memorize These)
- RemoveSpell doesn't fire OnEffectFinish — use
DispelSpellwhen cleanup logic exists (but DispelSpell excludes abilities) - All effects on a spell must have the same casting type — mismatches cause silent failure
- VMAD editing is fragile — use
GetFormFromFile()to minimize properties; xEdit can't add scripts to VMAD - PlayIdle fails in VR — VRIK overrides skeleton IK; bypass with timed Papyrus scripts
- Wait() unreliable under 100ms — merge sub-100ms gaps; use
RegisterForSingleUpdatewhen possible - SSE != VR for: camera, skeleton, collision, UI, input, SKSE addresses, physics (60Hz→90Hz)
- ESL FormIDs must be in xx000800-xx000FFF — exceeding = crash or data corruption
- Loose files always override BSAs — check for loose file conflicts before assuming BSA content wins
- Condition OR has precedence over AND —
A AND B OR C!= what you'd expect - Non-auto properties don't restore from master on save/load — they stay blank
- PreWEAPON/PreSHIELD skeleton nodes cause CTD in VR — must be removed
- ONAM required for ESM temp record overrides — missing ONAM = game silently ignores overrides
- SetVehicle causes HMD desync in VR — avoid entirely
- GoToState("") in OnUnload → Self=None crash — move to OnLoad instead
- Navmesh creation is CK-only — xEdit can only delete, never recreate
Key VR Differences
- SKSEVR is a completely separate build from SKSE64 — address libraries differ entirely
DisablePlayerControls()does NOT prevent VR thumbstick movement — useSetDontMove(true)in addition- VR physics locked to 60Hz by default (needs INI tweak for 90Hz)
- Player collision uses capsule vs ragdoll in VR (vs capsule vs capsule in SSE)
- SKSE Input API returns -1 for VR controllers — use VRIK API instead
Game.ShakeCamera()is mostly inert in VR
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.
- 10d ago First seen · 47 lines · 34 tokens per session scan A ae708c690a9d
skyrim-context is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (13 stars, last pushed today), licensed MIT. It adds 34 tokens to every session and 682 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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