claudecodex

universal-modder

Mod almost any game you own with an AI agent: engine recon, reverse engineering, fal-generated art/3D/audio, in-game testing, showcase videos, and a shared knowledge base of how games were modded.

25 on GitHubby RehanMITupdated 19 days agoDeveloper Tools
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Plugin universal-modder from marketplace universal-modder in AhmedTahaAtiya/universal-modder-unrestricted. Commands read from the repo's manifest — 19 days ago.

This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.

What it installs

Skills (12)

  • 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's

  • 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, soun

  • 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

  • game-recon

    Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?

  • 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 sna

  • mashup-mods

    Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a

  • 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 ("add a nuk

  • 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 pin

  • 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 w

  • 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 REA's MCP or your own); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live me

  • 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 ("has anyone modded X?"), when stuck on an engine

  • 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's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out

Subagents (3)

  • mod-game-worker

    Game-side worker for a modding project, run by mod-orchestrator. It is the only agent that touches the running game. It builds and deploys the mod, launches the game, probes and measures in the real game, fixes what breaks, and reports what was measured. Use for any task that needs the game running.

  • mod-offline-worker

    Offline worker for a modding project, run by mod-orchestrator. It never touches the running game. It studies references (the game's SDK and data files, object dumps, decompiled code, community mods, similar mods for other games), designs features, writes generators and patches, and tests them agains

  • mod-orchestrator

    Supervisor for a game-modding project. Use to start or continue a mod for any game. It plans the work, runs one game worker (mod-game-worker) and one offline worker (mod-offline-worker), answers their questions, verifies their claims, and reports to the user in plain language. In Claude Code, run it

MCP servers (1)

  • fal

    connects to: https://mcp.fal.ai/mcp

Hooks (1)

  • SessionStart

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/add-to-path.sh" "${CLAUDE_PLUGIN_ROOT}"

View source on GitHub

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