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port-a-mod

An AI agent skill from rehan-remade/universal-modder, scored 60 out of 100 by code.

60/ 100C

Code score by group

  • Spec20/20
  • Description12/20
  • Procedure7/15
  • Done criteria4/15
  • Resources5/10
  • Scripts2/8
  • Safety7/7
  • Upkeep3/5

It loses the most points in Done criteria (11), the group that checks whether there is a checklist and a step that verifies the work.

What the author says it does

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's data with scripts instead of retyping it, porting unit by unit with tests that catch drift, real-client checks, audits against the original, and keeping a long port resumable across sessions and agen…

This is the description in the skill's own SKILL.md, written by its author, not by SkillCheatSheet.

Repository
rehan-remade/universal-modder
Folder
skills/port-a-mod
License
MIT
GitHub stars
9,634
SKILL.md lines
239
Other files
1

Add port-a-mod to your agent

npx skills add rehan-remade/universal-modder --skill port-a-mod

The command uses the open skills CLI. A skill is instructions and scripts your agent will follow, so read it first: open the folder on GitHub at the commit that was scored.

More skills from rehan-remade/universal-modder

  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…

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  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…

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  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. 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
  8. 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

All skills in rehan-remade/universal-modder

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.