Fallout 4 and Starfield mods - plugins, Papyrus, F4SE/SFSE and CommonLib, assets, and packaging. For Skyrim use the skyrim-* skills; this covers the other Creation Engine titles.
Scanned 9/3/2026
Install to Claude Code
npx -y skills add ShugokiFable/Ultimate-AI-Starter-Bundle --skill bethesda-creation-modding --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: bethesda-creation-modding
description: Fallout 4 and Starfield mods - plugins, Papyrus, F4SE/SFSE and CommonLib, assets, and packaging. For Skyrim use the skyrim-* skills; this covers the other Creation Engine titles.
---
# Fallout 4 and Starfield mod development
Read `game-modding` -> `references/MODDING-LAWS.md` before the first write:
version snapshot, evidence ladder, and the never-invent rules apply here too.
| Target | Reference |
|---|---|
| Fallout 4 | `references/fallout4.md` |
| Starfield | `references/starfield.md` |
Resolve the exact game build, loader, mappings, and framework versions before
implementing. Never invent an API, hook, signature, ID, or asset path.
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Adversarial multi-agent planning skill. Self-orchestrates 5 hostile category members (unspecified-low, unspecified-high, deep, ultrabrain, artistry) via team-mode for ruthless cross-critique debate, distills only the defensible insights, then MANDATORILY hands the distilled insight bundle to the `plan` agent for executable plan formalization. Use when planning needs maximum rigor and surfacing of weak assumptions, blind spots, and over-engineering. Triggers: 'hyperplan', 'hpp', '/hyperplan', ...