rehan-remade

publish-mod

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.

rehan-remade 8,853 972 Updated 2w ago
GitHub

Install

npx skillscat add rehan-remade/universal-modder/publish-mod

Install via the SkillsCat registry.

SKILL.md

Publish a mod

1. Lint

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 and
STEP's FOMOD guide. Nexus Mods' own
modding wiki 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 " (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.