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rehan-remade/universal-modder

Agent skills in the GitHub repository rehan-remade/universal-modder, each with its code score out of 100.

Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game testing, showcase videos.

Repository score
66 / 100 C
Skills
13
Verified
0
Average skill score
61
GitHub stars
9,634
License
MIT

Open rehan-remade/universal-modder on GitHub

13 skills in this repository

  1. 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…

    74B
  2. 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 thre…

    72B
  3. 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, loade…

    68C
  4. 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);…

    67C
  5. 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, en…

    67C
  6. 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…

    60C
  7. 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 movi…

    60C
  8. 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, versioni…

    58C
  9. 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 she…

    57C
  10. 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, V…

    57C
  11. 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 f…

    55C
  12. blitz3d-decomp

    Decompile a Blitz3D game to readable Blitz source with B3DDecomp and port what it does to another engine. Covers SCP - Containment Breach-era and other .bb games, B3DDecomp, Blitz…

    50D
  13. 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…

    50D

Scores come from a snapshot of 300 public GitHub repositories taken on 12 November 2026. Every score is the result of fixed checks run by code; no AI is involved. How scoring works.