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.
npx skills add rehan-remade/universal-modder --skill mashup-mods -a claude-codeWhat 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-code2Manually: put the files in place
~/.claude/skills/mashup-mods/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/mashup-mods/
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill mashup-mods -a codex2Manually: put the files in place
.agents/skills/mashup-mods/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill mashup-mods -a cursor2Manually: put the files in place
.cursor/skills/mashup-mods/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install rehan-remade/universal-modder mashup-mods2Manually: put the files in place
.github/skills/mashup-mods/SKILL.md1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill mashup-mods -a gemini-cli2Platform CLI
gemini skills install https://github.com/rehan-remade/universal-modder --path skills/mashup-modsManually: put the files in place
.devin/skills/mashup-mods/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill mashup-mods -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set7
The whole set →Similar
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