
Claude Skills by ShugokiFable
github.com/ShugokiFableUse when work may write to external systems, perform destructive operations, publish, migrate, delete, send, push, or broadly modify files.
Find current agent skills when the user asks whether a skill, plugin, workflow, auto-setup, fetcher, or reusable capability already exists. Search the public skills catalog without telemetry, then review provenance, license, overlap, and scripts before recommending or adopting anything. Never install directly into bundle-managed provider skill directories.
Use when authoring, building, debugging, or auditing a native SKSE/CommonLibSSE-NG C++ plugin, hook, event sink, or Papyrus-native DLL interface.
Use when writing, fixing, interpreting, or auditing SkyPatcher INI runtime record edits and filters.
Create or diagnose Skyrim animation and behavior integrations involving OAR, BFCO, Nemesis, Pandora, animation
Audit, repair, convert, or package Skyrim meshes and textures, including DDS paths, NIF material references,
Handle Skyrim audio files including FUZ, XWM, and WAV formats. Use when the user wants to inspect audio, extract voice files, create FUZ files, or convert audio formats.
Author current Skyrim Base Object Swapper sectioned pipe syntax and validate version-sensitive swaps.
Read-only Skyrim-specific correctness and maintainability review for Papyrus, native code, plugin tooling, runtime-patching
Author and validate Container Distribution Framework JSON while distinguishing it from Container Item Distributor,
Diagnose Skyrim startup, load, save, or runtime crashes from crash logs, recent changes, plugin lists, DLL inventories,
Cross-framework static and semantic validation for SPID, KID, SkyPatcher, and BOS output.
Bulk-generate, normalize, and audit large SPID, KID, SkyPatcher, or related runtime configuration sets from resolved
Perform a narrowly scoped rename of script, property, or string data inside Skyrim plugin VMAD while preserving
Create and validate a Skyrim FOMOD installer, ModuleConfig.xml, info.xml, option groups, dependency flags, and
Use when Skyrim mod development or validation can benefit from the bundle-managed Skyrim Forge typed automation broker.
Conceptual framework selector for Skyrim runtime patching. Routes to one authoritative syntax owner per framework
Consult the Claude Code Skyrim evidence registry before substantial mod work so previously observed failures
Orchestrate a new Skyrim SE/AE mod or major feature from requirements through implementation, validation, packaging,
Orchestrate repair, modernization, compatibility work, or cleanup of an existing Skyrim mod while preserving
Evidence gate for Skyrim facts that are easy to hallucinate, including framework syntax, FormIDs, EditorIDs,
Prepare a Nexus Mods release page, BBCode description, requirements, permissions, changelog, credits, troubleshooting,
Read and manipulate NIF 3D mesh files. Use when the user wants to inspect meshes, find texture paths, rewrite texture paths, rename node/block names, inspect or fix eye shader flags, verify roundtrip safety, restore backups, scale models, or troubleshoot invisible items.
Create, repair, compile, and validate Skyrim Papyrus scripts, quests, aliases, magic effects, MCM Helper integration,
Author or patch Skyrim ESP, ESL, and ESM files, masters, records, and VMAD using typed tooling and structural
Build or repair a shareable Skyrim follower from a RaceMenu or CharGen preset, including plugin records, FaceGen,
Interpret Skyrim SKSE, framework, asset, animation, and runtime logs without blaming the wrong field, DLL, mod,
Route Skyrim runtime patching to dedicated SPID, KID, SkyPatcher, BOS, FLM, CDF, and OAR authorities. This skill
Migrate a fictional adult-only Skyrim mod from SexLab APIs and events to the exact installed OStim ecosystem
Mandatory final validation gate for a Skyrim mod release tree or archive. Use after implementation and FOMOD
Create, port, diagnose, or optimize native SKSE DLL plugins using CommonLibSSE or CommonLibSSE-NG, CMake, vcpkg,
Route and validate SkyPatcher category placement and installed-version operations without inventing keys.
First router for any Skyrim SE/AE modding task. Classifies the job and loads only the specialist skills needed,
Mandatory workspace ownership and version-snapshot workflow for Skyrim mod creation or editing. Use before the
Create or repair Skyrim dialogue and voice assets, including DIAL/INFO records, quest/topic conditions, voice-type
Use when the same fact appears in multiple files, configs, generated reports, caches, docs, or external systems.
Use when writing, fixing, interpreting, or auditing SPID _DISTR.ini runtime distribution rules for NPC spells, perks, items, keywords, outfits, factions, or packages.
Drive Spooky's AutoMod Toolkit CLI for Skyrim ESP, Papyrus, MCM, NIF, BSA/BA2, audio, and SKSE project workflows. Resolve toolkit root portably; recommend install when missing. Use with module skills skyrim-nif and skyrim-audio.
Use when resuming interrupted, long-running, multi-session, compacted, or partially completed work.
Use when downloading, vendoring, executing, updating, or redistributing third-party binaries, scripts, packages, actions, plugins, models, or archives.
Use when a test passes but may be checking the wrong signal, mocks its own assumption, snapshots unstable output, or cannot distinguish correct behavior from a broken implementation.
Use when an agent is about to wait on something slow (CI, a build, a download, a deploy), when a session is burning tokens on polling or re-reading, when choosing how many MCP servers or skills to load, or when the user asks about cost, caching, or context bloat. Corrects the common belief that prompt caching makes watching things cheap.
Resolve optional Skyrim and AI tooling on the current machine without assuming drive letters or usernames. Use at session start, when a tool path is unknown, or before recommending install.
Use when a Skyrim patch/conflict analysis may touch generated output from tools such as Reqtificator, ParallaxGen, DynDOLOD, Synthesis, TexGen, xLODGen, or NPC Plugin Chooser.
Use when an operation changes multiple files, registrations, database rows, configs, versions, or external resources that must not be left half-updated.
Unity game mods via BepInEx, Harmony, MonoMod, IL2CPP or Mono - RimWorld, Valheim, Subnautica, Lethal Company, Risk of Rain 2, Stardew Valley, Oxygen Not Included, Kerbal Space Program, and generic Unity targets.
Unreal Engine 4/5 mods via UE4SS, Lua and C++ hooks, generated SDKs, reflection, and packaged pak/utoc content - Palworld, Satisfactory, XCOM 2, and generic Unreal targets.
Use when needing jailbreak or NSFW prompt packs for any AI.
Use when a release, installer, schema, configuration, or tool must work for both new users and users upgrading from an older version.
Use when optimizing, refactoring, simplifying, automating, or making trade-offs could accidentally remove or weaken something the user explicitly asked for.