Install, operate, and troubleshoot 0ceal0t/Dalamud-VFXEditor for user-owned Final Fantasy XIV visual-effect, animation, sound, physics, UI, texture, material, model, and shader files. Use when a user asks about `/vfxedit`, AVFX, PAP, TMB, SCD, Dalamud plugin setup, effect replacement, export handoff, beta repositories, or VFXEditor source builds. Triggers on: Dalamud VFXEditor, /vfxedit, .avfx, .pap, .tmb, .scd, FFXIV VFX mod, or VFXEditor beta.
Scanned 9/11/2026
Install to Claude Code
npx -y skills add akillness/jeo-skills --skill dalamud-vfx-editor --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: dalamud-vfx-editor
description: >
Install, operate, and troubleshoot 0ceal0t/Dalamud-VFXEditor for user-owned
Final Fantasy XIV visual-effect, animation, sound, physics, UI, texture,
material, model, and shader files. Use when a user asks about `/vfxedit`, AVFX,
PAP, TMB, SCD, Dalamud plugin setup, effect replacement, export handoff, beta
repositories, or VFXEditor source builds. Triggers on: Dalamud VFXEditor,
/vfxedit, .avfx, .pap, .tmb, .scd, FFXIV VFX mod, or VFXEditor beta.
allowed-tools: Bash Read Write Edit Glob Grep
compatibility: FFXIV with XIVLauncher/Dalamud for plugin use; .NET and Dalamud development environment for source builds
metadata:
tags: game-development, ffxiv, dalamud, vfx, modding, asset-editor
version: "1.0.0"
source: https://github.com/0ceal0t/Dalamud-VFXEditor
---
# Dalamud VFXEditor
## When to use this skill
- Install the main plugin from `/xlplugins` or configure the beta repository.
- Identify which FFXIV file type owns an effect, animation, timeline, sound, or material change.
- Replace and edit an effect while preserving a rollback copy.
- Inspect plugin release metadata or contribute to the C# source.
Use only on user-owned local files and authorized modding workflows. Do not use this skill to bypass service controls, distribute copyrighted game assets, or interfere with other players.
## Instructions
### Step 1: Pick the operating lane
1. **Main plugin install** — XIVLauncher → `/xlplugins` → VFXEditor → `/vfxedit`.
2. **Beta plugin** — add the upstream `repo.json` URL in `/xlsettings > Experimental`, enable only one of main/beta, then use `/vfxbeta`.
3. **Asset edit** — identify the owning file type, snapshot the source, edit a loaded replacement, update, test, and retain rollback evidence.
4. **Source contribution** — clone a pinned commit, restore/build the `VFXEditor.csproj`, and follow current Dalamud SDK requirements.
### Step 2: Identify the owning file type
Use `references/file-types-and-workflow.md`. Common choices:
- `.avfx` — particles and glow without character motion;
- `.pap` — character animation;
- `.tmb` — timeline triggers for effects, animation, and sound;
- `.scd` — music and sound effects;
- `.atex` / `.tex` — effect/UI/model textures;
- `.shpk` / `.shcd` — shader packages and individual shaders;
- `.mtrl` / `.mdl` — materials and meshes.
If the user only wants to hide selected effects, route to the upstream author's EasyEyes recommendation rather than constructing a replacement.
### Step 3: Snapshot before editing
```bash
python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py \
/path/to/effect.avfx --output-dir ./vfx-backups
```
The script copies bytes unchanged and writes a SHA-256 manifest. Keep the original, working copy, exported replacement, and test result separate.
### Step 4: Perform the smallest edit
In VFXEditor:
1. select **Loaded Vfx** as the new source;
2. select **Vfx Being Replaced** as the target;
3. change only the intended parameters;
4. press **UPDATE**;
5. test in a controlled local scenario;
6. revert immediately if timing, attachment, visibility, sound, or performance is wrong.
For complete skill replacement, inspect the `.tmb` timeline rather than forcing every change into `.avfx`.
### Step 5: Inspect release metadata when using beta builds
```bash
python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json --json
```
Confirm internal name, assembly version, Dalamud API level, repository URL, and download links. Main and beta builds cannot be enabled together.
### Step 6: Build source only in a compatible environment
The inspected project uses `Dalamud.NET.Sdk/15.0.0`, locked NuGet packages, and `Debug`, `Release`, and `Beta` configurations. Do not promise a successful build without a compatible Dalamud development installation. Prefer:
```bash
dotnet restore VFXEditor/VFXEditor.csproj --locked-mode
dotnet build VFXEditor/VFXEditor.csproj -c Debug --no-restore
```
Use the current upstream files as authority because Dalamud APIs and package versions change.
### Step 7: Verify and hand off
Report source hash, edited file type, target path, change summary, plugin channel, game/Dalamud versions, test scenario, observed result, and rollback path. Never package unmodified game assets into the skill or repository.
## Examples
### Inspect the official beta manifest
```bash
curl -fsSLO https://raw.githubusercontent.com/0ceal0t/Dalamud-VFXEditor/main/repo.json
python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json
```
### Back up a timeline before replacement
```bash
python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py action.tmb
```
## Best practices
1. Snapshot every source asset and record hashes.
2. Change one layer or parameter group at a time.
3. Keep main and beta plugin channels mutually exclusive.
4. Test attachment, timing, visibility, sound, and frame-time impact.
5. Share patches or authored assets, not copyrighted game data.
## References
- `references/file-types-and-workflow.md` — file ownership and edit checklist.
- `references/upstream.md` — installation, build metadata, revision, and license.
- [Dalamud VFXEditor](https://github.com/0ceal0t/Dalamud-VFXEditor)
- [Upstream guides](https://github.com/0ceal0t/Dalamud-VFXEditor/wiki)
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