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-nif/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-nif)<a href="https://agentmods.dev/skills/wingedguardian/skyrimvr-claude-toolkit/skyrim-nif"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/skyrim-nif/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-nif"><img src="https://agentmods.dev/badge/skills/wingedguardian/skyrimvr-claude-toolkit/skyrim-nif.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00079 | $0.02125 |
| Opus 5 | $0.00039 | $0.01063 |
| Sonnet 5 | $0.00016 | $0.00425 |
| Haiku 4.5 | $0.00008 | $0.00213 |
Grade A, and why
skyrim-nif 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 yesterday.
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 — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.
NIF Mesh Operations
Use the AutoMod CLI for all mesh work. Always use --json for output.
bash tools/automod-cli.sh nif <command> [args] --json
Read-Only Commands
nif info <path>— file version, size, structurenif list-textures <path>— all texture references (supports recursive folder)nif list-strings <path>— all string entries / node namesnif shader-info <path>— shader property detailsnif verify <path>— integrity check
Write Commands (always confirm with user first)
nif replace-textures <path> --old <str> --new <str> [--dry-run] [--backup]— batch retexturenif rename-strings <path> --old <str> --new <str> [--dry-run] [--backup]— rename nodesnif fix-eyes <path> [--dry-run] [--backup]— fix FaceGen eye ghostingnif scale <path> <factor> [--output <path>]— resize meshnif restore <path>— restore from .nif.bak backup
VR-Critical Mesh Issues
- PreWEAPON and PreSHIELD skeleton nodes cause CTD in VR — use
nif list-stringsto check for these, thennif rename-stringsto remove the "Pre" prefix or delete the nodes - VR does a text-contains search for WEAPON/SHIELD nodes and gets confused by Pre* prefixes
- XP32 First Person Skeleton CTD Bugfix is critical for custom skeleton users in VR
Geometry & Animation Authoring (PyFFI / PyNifly)
AutoMod handles textures/strings/shaders/scale but NOT geometry rewrites or animation. For those:
- PyFFI (any modern Python + setuptools) — LE-format
NiTriShapegeometry edits: vertex shifts, bounds, collision/ shader tweaks, and mesh split/subdivision.tools/pyffi-geometry-split.pysplits one shape into two so each half can carry its own shader (e.g. partial-mesh glow without UV overlap). Limits: cannot read SSEBSTriShape; never author animation controllers with PyFFI — the written file passes PyFFI's own readback but CTDs the engine. - PyNifly — reads/writes SSE
BSTriShapeAND authors animation/controller blocks correctly (NiControllerManager/NiControllerSequence/NiTransformData, etc.). Use it for:- Self-spinning effect meshes — a
SpecialIdle-namedNiControllerSequenceauto-loops on a placed Activator with zero scripting. - Telescoping / transforming geometry and any keyframed mesh motion.
- As the independent parse gate for any authored/edited NIF (see below).
- Self-spinning effect meshes — a
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.
- yesterday Changed · +76 lines · +45 tokens per session 16a6254e9488
- 11d ago First seen · 76 lines · 34 tokens per session scan A 4ba0deaa46c6
skyrim-nif is a skill published in the GitHub repository WingedGuardian/skyrimvr-claude-toolkit (14 stars, last pushed yesterday), licensed MIT. It adds 79 tokens to every session and 2,125 once invoked, about $0.0004 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.
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.
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).
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…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
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.