publish-mod — Claude Code skill: mod release prep
Prepares a finished game mod for release with checks, packaging guidance, documentation and release-post work. Use it before uploading a mod or sharing it with a video.
npx skills add rehan-remade/universal-modder --skill publish-mod -a claude-codeWhat publish-mod does
The skill runs a pre-release check with um publish check ./MyMod --game "<game install folder>". It flags game-file copies, leaked keys, .env files, decompiler traces, absolute paths, large engine archives, and missing README or fal credits. A FAIL should block the release until the package is fixed.
It then maps the package to the target ecosystem: tModLoader, BepInEx and Thunderstore, Nexus Mods, Steam Workshop, Minecraft, AoE2 DE, ROM hacks, or GameMaker. For Nexus Mods with install choices, it points to a FOMOD installer. The skill also covers requirements, install and uninstall notes, logs, compatibility, conflicts, licences, and AI disclosure.
Release preparation includes semver, the supported game version, and a changelog. After a game update, it calls for rerunning the in-game test scene before changing the version. It can draft a video-led post with agent and fal credits, while the final publishing action stays with you.
What it helps with
- check a mod for copied game files and leaked keys
- build an archive for a target mod platform
- write README installation and requirement steps
- add credits and AI disclosure
- draft a changelog and release post
Example prompts for the agent
- Check my mod before release and resolve every
FAIL. - Package this mod for Nexus Mods and write the installation README.
- Draft a mod release post that credits the video and contributors.
How to install publish-mod
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill publish-mod -a claude-code2Manually: put the files in place
~/.claude/skills/publish-mod/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/publish-mod/
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill publish-mod -a codex2Manually: put the files in place
.agents/skills/publish-mod/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill publish-mod -a cursor2Manually: put the files in place
.cursor/skills/publish-mod/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install rehan-remade/universal-modder publish-mod2Manually: put the files in place
.github/skills/publish-mod/SKILL.md1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill publish-mod -a gemini-cli2Platform CLI
gemini skills install https://github.com/rehan-remade/universal-modder --path skills/publish-modManually: put the files in place
.devin/skills/publish-mod/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill publish-mod -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about publish-mod
How do I install publish-mod in Claude Code?
Run npx skills add rehan-remade/universal-modder --skill publish-mod -a claude-code, then run npx skills add rehan-remade/universal-modder --skill publish-mod -a claude-code again. The skill file is at ~/.claude/skills/publish-mod/SKILL.md.
What does publish-mod do?
It checks a finished game mod before release, guides package layout for mod platforms, and helps write release documentation. It also covers versioning, credits, AI disclosure, and release-post copy.
What does publish-mod check before release?
It treats copied game files, leaked keys, and .env files as FAIL findings. Warnings include decompiler fingerprints, a missing README, absolute paths, and fal assets without credit.
Source text
SKILL.md · MIT
--- name: publish-mod description: 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 when the user wants to ship, share, upload, release or post a mod. --- # Publish a mod ## 1. Lint ```bash um publish check ./MyMod --game "<game install folder>" ``` - **FAIL:** files byte-identical to game files, leaked keys (fal/Anthropic/OpenAI/GitHub/AWS), `.env` files. - **WARN:** decompiler fingerprints in source (`FUN_`/`DAT_`/`sub_` names, "Decompiled with" headers), large engine archives, absolute user paths, a missing README, fal assets without credit. Fix every FAIL. Resolve each WARN deliberately. For example, AoE2 data mods do ship a modified `.dat`, which is the platform's norm. ## 2. Package the way the platform expects | Platform / loader | Package | |---|---| | tModLoader | Build → `.tmod`; publish from the in-game Mod Sources menu (Steam Workshop) | | BepInEx / Thunderstore | zip with `manifest.json`, `icon.png` (256×256), `README.md`, `plugins/<Mod>.dll`; dependency strings like `BepInEx-BepInExPack-5.4.2100` | | Nexus Mods | zip laid out as it installs (`Data/...` for Bethesda, `BepInEx/plugins/...`, `ue4ss/Mods/...`, `~mods/*.pak`) | | AoE2 DE | the official mod site (ageofempires.com/mods) or the in-game uploader; data mods include `resources/_common/dat/...` | | Steam Workshop | the game's own uploader or SDK tool | | Minecraft | Modrinth / CurseForge jar with `fabric.mod.json` / `neoforge.mods.toml` | | ROM hacks / GameMaker | patches only (BPS/IPS/xdelta), never the modified game file | A Nexus mod with options gets a FOMOD installer: see the [FOMOD tutorial](https://fomod-docs.readthedocs.io/en/latest/tutorial.html) and [STEP's FOMOD guide](https://stepmodifications.org/wiki/Guide:FOMOD). Nexus Mods' own [modding wiki](https://modding.wiki/en/home) covers the rest of their site's conventions. ## 3. README (in the zip and on the page) - What it adds: bullets, a GIF or the showcase video. - Requirements: game version, the loader and its version, dependencies. - Install, uninstall and troubleshooting (where the log is). - Compatibility: multiplayer? Known conflicts? - Credits: - the loader and libraries; - references you learned from; - **"Art/audio generated with fal (fal.ai) using <models>"** (`fal_manifest.jsonl` lists them); - honest AI disclosure (which agent and model built it). - License for your code (MIT/Apache is common). Your assets' terms follow the models' licenses. ## 4. Version and changelog Use semver in the manifest/build file, name the supported game version, and keep a changelog. When the game updates, re-run the in-game test scene before bumping. ## 5. The post - Lead with the video: the showcase-video skill; 20-45 s, gameplay within 2-3 s. - Post text: the hook, what it is, the "how" credit (which agent + fal built it), a link. - If the video uses anyone else's footage, credit them by handle and ask first. - Publishing is always the user's call. Draft it, show them, and let them press the button.
© rehan-remade · MIT · rehan-remade/universal-modder