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publish-mod

Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.

publish-mod란 무엇인가요?

publish-mod is a Claude Code agent skill that package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.

지원 대상✓Claude Code✓Codex CLI~Cursor
npx skills add https://github.com/rehan-remade/universal-modder/tree/main/skills/publish-mod

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이 에이전트 스킬이 미리 로드된 새 채팅을 엽니다.

문서

Publish a mod

1. Lint

um publish check ./MyMod --game "<game install folder>"
  • FAIL: files byte-identical to game files, leaked keys (fal/Anthropic/OpenAI/GitHub/AWS), .env files.
  • WARN: decompiler fingerprints in source (FUN_/DAT_/sub_ names, "Decompiled with" headers), large engine archives, absolute user paths, a missing README, fal assets without credit.

Fix every FAIL. Resolve each WARN deliberately. For example, AoE2 data mods do ship a modified .dat, which is the platform's norm.

2. Package the way the platform expects

Platform / loaderPackage
tModLoaderBuild → .tmod; publish from the in-game Mod Sources menu (Steam Workshop)
BepInEx / Thunderstorezip with manifest.json, icon.png (256×256), README.md, plugins/<Mod>.dll; dependency strings like BepInEx-BepInExPack-5.4.2100
Nexus Modszip laid out as it installs (Data/... for Bethesda, BepInEx/plugins/..., ue4ss/Mods/..., ~mods/*.pak)
AoE2 DEthe official mod site (ageofempires.com/mods) or the in-game uploader; data mods include resources/_common/dat/...
Steam Workshopthe game's own uploader or SDK tool
MinecraftModrinth / CurseForge jar with fabric.mod.json / neoforge.mods.toml
ROM hacks / GameMakerpatches only (BPS/IPS/xdelta), never the modified game file

A Nexus mod with options gets a FOMOD installer: see the FOMOD tutorial and STEP's FOMOD guide. Nexus Mods' own modding wiki covers the rest of their site's conventions.

3. README (in the zip and on the page)

  • What it adds: bullets, a GIF or the showcase video.
  • Requirements: game version, the loader and its version, dependencies.
  • Install, uninstall and troubleshooting (where the log is).
  • Compatibility: multiplayer? Known conflicts?
  • Credits:
    • the loader and libraries;
    • references you learned from;
    • "Art/audio generated with fal (fal.ai) using " (fal_manifest.jsonl lists them);
    • honest AI disclosure (which agent and model built it).
  • License for your code (MIT/Apache is common). Your assets' terms follow the models' licenses.

4. Version and changelog

Use semver in the manifest/build file, name the supported game version, and keep a changelog. When the game updates, re-run the in-game test scene before bumping.

5. The post

  • Lead with the video: the showcase-video skill; 20-45 s, gameplay within 2-3 s.
  • Post text: the hook, what it is, the "how" credit (which agent + fal built it), a link.
  • If the video uses anyone else's footage, credit them by handle and ask first.
  • Publishing is always the user's call. Draft it, show them, and let them press the button.

Individual skills in this repo

This repo contains 11 individual skills — each has its own dedicated page.

asset-pipeline

Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game

fal-assets

Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.

game-automation

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

game-recon

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it

game-research-websearch

Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub code/repo search, Nexus/Steam Workshop/Thunderstore APIs, Reddit JSON, YouTube transcripts, plus archive snapshots as evidence. Use when starting work on a game (

mashup-mods

Build cross-game mashups and total conversions, the

mod-any-game

Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game (

port-a-mod

Port an existing mod to a newer game version or another mod loader while keeping its behaviour, values and quirks. Typical cases are an old Forge 1.7.10 or 1.12 Minecraft mod moving to modern Fabric or NeoForge, a Skyrim LE plugin moving to SE/AE, or a tModLoader 1.3 mod moving to 1.4. It covers pinning one source version, a private decompiled reference, an adaptation matrix, extracting the mod

reverse-engineering

Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory (Cheat Engine, Frida, x64dbg); find render passes (RenderDoc). Use when a mod needs game internals, e.g.

share-field-notes

Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game (

showcase-video

Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game

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