Skip to main content
skill Claude Code CX Codex Cursor GitHub Copilot

mashup-mods — Claude Code skill: cross-game mods, how to install

Skill for building cross-game mods: Minecraft inside Skyrim, skateboarding in MW2. Covers passthrough mods, porting content, and embedding one game into another.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add rehan-remade/universal-modder --skill mashup-mods -a claude-code
Open on GitHub

What mashup-mods does

mashup-mods teaches the agent to build mods where one game runs inside another or borrows its mechanics and enemies. The skill covers three patterns: porting content (a guest enemy as a new host object, behaviour reimplemented through the host's API), passthrough (two games running at once, exchanging state via shared memory or UDP, the host drawing guest meshes in its own D3D11 pass with native depth and shadows), and embedding a decompiled game as a library.

The agent first works out what the user wants from the guest game — real physics or just the look — picks the nearest route from seven described in the knowledge base, finds a similar project (SkyCraft, LibertyCraft, NewVegasCraft), writes a data-exchange contract in docs/CONTRACT.md and a plan in MODLOG.md. The skill requires the agent to record the plan and tell the user what they'll need to install before writing any code. Passthrough mods need host injection (SKSE, UE4SS, ReShade addon), state transport, and a collision back-channel; the skill provides working asset converter examples and explains how to sync two framerates and check depth.

What it helps with

  • build a mod where Minecraft runs inside Skyrim with native lighting
  • port an enemy from one game into another through its API
  • connect two game processes via shared memory and send collision back
  • decompile the guest game and embed its engine in the host
  • write a state-exchange contract for a passthrough mod

Example prompts for the agent

  • I want to run Minecraft inside Elden Ring so blocks render with host shadows
  • Make a mod that adds a Minecraft creeper to Dark Souls with its behaviour
  • Write a passthrough mod for GTA V and Minecraft, state over UDP

How to install mashup-mods

1Skills CLI (Vercel)

npx skills add rehan-remade/universal-modder --skill mashup-mods -a claude-code

2Manually: put the files in place

~/.claude/skills/mashup-mods/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/mashup-mods/

From the same set7

The whole set →

Similar

create-game-assets gamedev-skills A skill that carries a game's art from style brief and asset manifest to alpha checks and contact sheets. Handy once sprites start drifting out of style. Claude Code CX Codex Cursor +1 6,400installs router gamedev-skills Dispatches game development tasks to specialized skills by detecting the project engine and classifying gameplay or shipping workflows. Claude Code CX Codex Cursor +1 6,400installs godot-ui-control gamedev-skills A Claude Code skill that teaches the agent to lay out Godot 4.7 HUDs and menus with Control nodes: anchors, containers, themes and focus. Claude Code CX Codex Cursor +1 6,400installs godot-nodes-scenes gamedev-skills Teaches the agent to build a Godot 4.7 project from nodes and scenes: reusable .tscn files, runtime instancing, autoload singletons, and node lookups that survive renames. Claude Code CX Codex Cursor +1 6,200installs godot-gdscript gamedev-skills Guides coding assistants in writing statically typed GDScript 2.0 for Godot 4.7 and porting legacy scripts from Godot 3.x. Helpful when structuring node lifecycles and signals. Claude Code CX Codex Cursor +1 6,200installs godot-physics gamedev-skills Configures Godot 4.7 2D and 3D physics bodies, collision layers, Area triggers, and raycasts. It prevents jitter and collision mask misconfigurations. Claude Code CX Codex Cursor +1 6,100installs orbit-card heygen-com Adds a 10-second 1920×1080 HyperFrames motion block where a single feature card orbits a dot sphere using exported Blender camera paths. Claude Code CX Codex Cursor +1 9,800installs sdf earthtojake This skill authors and validates SDFormat files for models and worlds, then helps prepare them for simulator handoff. Claude Code CX Codex Cursor +1 10,500installs

Questions about mashup-mods

How to install mashup-mods in Claude Code?

Run npx skills add rehan-remade/universal-modder --skill mashup-mods -a claude-code. The skill will appear in ~/.claude/skills/mashup-mods/SKILL.md.

What does mashup-mods do?

The skill teaches the agent to build cross-game mods: port content from one game into another, run two games at once with state exchange via shared memory, or embed a decompiled guest engine in the host. The agent picks a pattern, writes a contract and a plan before writing code.

Which mashup patterns does the skill support?

Three main patterns: porting content (a guest enemy as a new host object through its API), passthrough (two processes exchanging state, the host drawing guest meshes in its render pass), and embedding a decompiled game as a library. The skill provides seven routes in the knowledge base and examples from SkyCraft, LibertyCraft, NewVegasCraft.

Source text

SKILL.md · MIT
---
name: mashup-mods
description: 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 library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.
---

# Mashups: putting one game inside another

In September 2026 a wave of AI-built mashups went viral: skateboarding in MW2, Minecraft inside Skyrim,
Elden Ring and Mario 64, Black Ops 2 inside Minecraft. They use a handful of patterns. Pick the lightest one
that delivers the idea, and plan the oracles before writing code: these projects fail by drifting, not by
lacking code.

## Before picking a pattern
Work through these steps before writing any mashup code. The routes, patterns and projects they point to
come from existing mashups. Start from the closest one, or design something else and write down why. The
Guardrails at the end always apply.

1. **Work out what the user wants from the guest game.** Its real behaviour (physics, inventory, combat),
   or only its look or one mechanic? Ask if it isn't clear. The answer decides whether the guest has to
   run at all, and which route is the lightest that delivers the idea.
2. **Name the closest mashup route.** `knowledge/techniques/choosing-a-mashup-route.md` sorts mashups
   into seven routes. "Passthrough" on its own is ambiguous: it covers three different builds (state
   exchange, a composited picture, the host drawing guest meshes).
3. **Find the nearest prior project** in `references/mashup-cases.md` (route, versions, who owns the
   player, units, transport). If you can reach its repository, read its README and design doc. Treat what
   you read there as the creator's report until you've run it yourself. Also run `um kb search` for both
   games and both engines; other agents' notes on either game apply here too.
4. **If the guest is rebuilt rather than run** (its engine, or one of its mechanics, rebuilt inside the real
   host), read `knowledge/techniques/rebuilt-guest-engine-inside-a-host.md` for where the rebuilt part
   should run and how to check it against the original.
5. **Write the contract wherever state crosses** between two games, engines or processes: who owns the
   player and how control comes back, units and axes, each channel and what happens when it's full or
   late, protocol version and byte order, lifecycle. Keep it in `docs/CONTRACT.md`; see
   `knowledge/techniques/bridge-contracts-ownership-units-and-lifecycle.md`.
6. **Decide how you'll know it works.** Before adding features, pick a first slice for your route and
   the check that proves it. See the first-slice table in `knowledge/techniques/choosing-a-mashup-route.md`
   and `knowledge/techniques/oracles-how-agents-know-a-mod-works.md`.
7. **Record the plan and tell the user before building.** Write the route you chose and why into
   `MODLOG.md`, as the `mod-any-game` skill already asks. Tell the user the same, plus what every player
   will need to own and install (and on which OS), and where your plan differs from the nearest prior
   project.

Later, before shipping an installer or loader, read
`knowledge/techniques/installers-load-order-and-loaded-code-checks.md` (loaded-code checks, load order,
pinned downloads, exact uninstall).

## Pattern 1: port the content (lightest)
Bring an enemy, weapon or block type into the host as **new host content** that imitates the guest.
Examples: "Claude added creepers to Dark Souls", Minecraft blocks as Elden Ring items.
- Read the guest's behaviour from its source of truth: decompile or read the wiki's exact numbers (speeds,
  timers, damage). Reimplement it in the host's mod API (host AI state machine, host projectile).
- **Assets:** never copy the guest's files into your mod. Convert them from the user's install at runtime or
  install time (a converter script), or recreate lookalikes with fal.
- It's cheap and robust, with no IPC. It works with any host that has a loader.
- Worked converter: Bloons TD 6 assets (Unity 6) to a private Minecraft resource pack, see
  `knowledge/games/minecraft/bloons-td-6-in-minecraft.md` and asset-pipeline section 6.

## Pattern 2: passthrough (two games at once)
chasm's description of Minecraft-in-Skyrim: *"minecraft and skyrim run at the same time and you make a mod
for both that lets them communicate. Then you passthrough the things you want into the renderer in the
right place and feed stuff like collision data back to minecraft."* The source is now public as
[SkyCraft](https://github.com/chasmlol/SkyCraft). In 0.1.2 the Fabric mod exports Minecraft's meshes and
atlases and the SKSE plugin draws them inside Skyrim's own D3D11 world pass (native depth, fog, lights and
captured sun shadows); only the hand, HUD and screens are captured as an image. Skyrim's Havok shapes come
back as triangles plus voxels. [LibertyCraft](https://github.com/mrborghini/libertycraft) forked it for GTA IV
and kept the guest side. The design below is the standard way to build it.
1. **Guest process** (e.g. Minecraft with a Fabric mod, or a headless reimplementation): runs the simulation
   and publishes state every tick. That's entities/blocks near the player, or a rendered layer.
2. **Transport**, all on `127.0.0.1`:
   - state: a shared-memory ring buffer (`CreateFileMapping`) or UDP/named pipes;
   - control: JSON lines or HTTP;
   - GPU frames: DXGI shared handles (`CreateSharedHandle` / `OpenSharedResource1` + keyed mutex), Vulkan
     external memory, or Spout2. In practice the frame bridges (this repo's GTA V example,
     [NewVegasCraft](https://github.com/Davozh/new-vegascraft), the CrossOver Elden Ring / MHW bridges) all read pixels back to the CPU and copy them
     through shared memory, which also works across GPUs and across a Wine boundary. Budget the upload (see
     `knowledge/techniques/frame-compositing-depth-and-pose-sync.md`).
3. **Host injection:** a host-side plugin (SKSE/xNVSE/UE4SS/REFramework/ReShade addon) draws the guest's
   geometry **inside the host's pass**. It uses the host's view-projection matrices (find them with
   RenderDoc) and depth buffer, or spawns host-native objects so host lighting and shadows apply. The
   Skyrim clip gave Steve Skyrim's lighting, which points to scene integration, not a flat overlay.
4. **Back-channel:** the host's collision near the player (raycasts, or exported nearby mesh) goes to the
   guest as solid blocks or colliders. Input routes to one process at a time.
5. **Sync:** timestamps on every message, tolerance for the two frame rates, and a watchdog when one side
   dies. Publish a pose only with its pixels and match them on the host; read the host camera at present
   time. Collision is per direction and per consumer: see
   `knowledge/techniques/collision-and-combat-bridging.md`.
6. **Start small:** a cube from process A drawn in B at the right spot. Then positions every frame, then
   collision, and only then real content.

Bridge-plugin template in public: chasm-bridge-fnv (thin xNVSE plugin, file-drop/HTTP transport,
data-driven actions). The Terraria agent bridge in `examples/terraria-tmodloader/reference/` is the same
idea.

### Worked example: real Minecraft inside GTA V
Code: `examples/minecraft-gta5-passthrough`. Every lesson: `knowledge/games/gta-v/minecraft-passthrough.md`.
- **Minecraft (Fabric mod):** it takes camera, ground and input from the host over a WebSocket on
  `127.0.0.1`. Each frame it writes world colour + depth and a separate hand/HUD overlay into named shared
  memory.
- **GTA (ScriptHookV ASI + ReShade add-on):**
  - it sends GTA's camera and the ground under the player (as barrier blocks);
  - it composites Minecraft's colour against GTA's reversed-Z depth in a shader;
  - it turns Minecraft explosions, arrows and firework hits into GTA explosions and bullets.
- **Mapping:** 1 metre = 1 block. GTA (x, y, z) → MC (x, z + offset, −y); yaw = 180 − heading;
  pitch = −pitch.
- **Latency:** Minecraft's frame is re-projected onto GTA's camera, rotation then full 6-DoF with depth.
  Measure the pose lag with a scene where one side draws something the other doesn't (a gold wall vs the
  skyline).
- **Built without the game:** most of it was built before the host game was even installed, against a
  fake host (known geometry) and a fake D3D11 "GTA" that runs the real compositor.
- **What didn't work:** putting host-game guns in Steve's hands (the aim cam and animations don't fit).
  Guest weapons with host effects did.

## Pattern 3: embed a decomp as a library
libsm64 turns the Super Mario 64 decomp into a library: feed it collision and input, and it returns Mario's
state and mesh. G64 embeds it in Garry's Mod; the host feeds its collision into the guest sim. Any
decomp/recomp (see `skills/mod-any-game/references/engines/retro-decomp.md`) can be wrapped this way. The
user supplies their own ROM for assets.

## Pattern 4: reimplement, then fuse (heaviest, most control)
- **[IW4L](https://github.com/vladtrc/iw4L):** an LLM-written Rust MW2 runtime (Bevy + wgpu). It reads MW2's FastFiles from the user's install
  and translates the D3D9 shaders to WGSL.
- **The Skate 3 Rust engine:** built against a static recomp and an IDA database as oracles.
- **The mashup:** fuses both, plus a Minecraft Rust reimplementation, in one process. The skate sim is a
  worker that takes over the MW2 soldier. MW2 map collision feeds the skate world. Grind rails come from
  walkable collision edges. Skate bones are retargeted onto the MW2 skeleton.
- **What made it work:**
  - A **scriptable runtime as the oracle:** `spawn; wait 2s; screenshot; dump`, with blocking verbs and
    evidence files per run.
  - An **evidence journal** (`context/artifacts/<date>/<step>-FINAL|PART`). "Knowledge that is not in an
    artifact does not exist."
  - Owner-approved end-to-end tests only.
  - A **publish check** that greps for retail offsets and decompiler names before any push
    (`um publish check` does a version of this).
  - Converters that run on the user's files; game assets never committed.
- **Measures and fidelity:** `knowledge/techniques/engine-recreation-measures-and-fidelity.md` covers how each
  kind of rebuild is measured, why scripts are part of fidelity, and the SDK rules other mods need.

## Pattern 5: reimplement the guest's rules headless, keep the host as the view
The host stays the real game (its weapons, mods and multiplayer); only the guest's *rules* are rewritten,
as a pure simulation that imports nothing from the host. Best for guests whose gameplay is numbers
(tower defense, card, puzzle, top-down 2D, turn-based) and for guests you can't or shouldn't run at all
(an anti-cheat-protected client, or one with no offline mode). Example: Bloons TD 6 inside Minecraft
(`knowledge/games/minecraft/bloons-td-6-in-minecraft.md`).
- **The sim is the source of truth.** Run it at the guest's own step rate and units (BTD6: 60 steps/s,
  BTD6 units). Game speed changes the number of steps per host tick, never dt.
- **One frame-mapping function** between guest units and host coordinates (origin, scale, axis flips),
  shared by server and client.
- **Mirror entities for what the player must touch.** Host entities whose position is copied from the
  sim each tick and whose hurt/interact handler forwards into the sim. Strip everything the host would
  otherwise do to them: AI, gravity, knockback, potions, fire, pushing.
- **No host entity for high-volume things** (projectiles, particles). Send batched spawn records once per
  tick and run *the same motion code* on the client. Batch effects and sounds the same way, with caps.
- **Every UI button is a command.** Screens display a server snapshot and send commands back, so each
  action is testable without the screen.
- **Host features feed the sim, never bypass it.** Host weapons, blocks or potions become sim statuses
  and damage events; with none of them, the game must play out identically (check with a headless run).
- **Guest assets** come from a converter run on the user's own install into a local, private resource
  pack; the mod must stay playable with placeholders when the pack is missing.
- **Oracles:** the headless engine bench first (seconds, no host), then host-side benches (see
  `knowledge/techniques/oracles-how-agents-know-a-mod-works.md`).

## Guardrails
- Offline, single-player or servers the user runs. Never network into the real games' official online
  services.
- Everything guest-side comes from the user's own install or dump. Publish code and converters, not assets
  (`um publish check --game`).
- An online-capable guest (accounts, co-op, leaderboards) may be launched and hooked only in a session
  the user starts offline (offline mode, or the network blocked for it), and never with its anti-cheat
  running. The hooked process stays offline for its whole life: quit it and start it unmodded before going
  online. The note says so in Setup and `anti_cheat`. Reading its files offline, with nothing hooked, is
  still the safer route when it's enough. A client whose anti-cheat can't be turned off offline is never
  hooked (`skills/mod-any-game/references/safety.md`).
- Be honest about what's AI-built. Creators who weren't got called out publicly.
- Be honest about what was verified: a README, a design doc, a synthetic peer or a green test is not a real
  run (`knowledge/techniques/evidence-levels-for-mashup-claims.md`).

© rehan-remade · MIT · rehan-remade/universal-modder

See also

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor