MCPInstall

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.

Installs
1.5K
Last 24h
+21
Trending rank
#5738
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/rehan-remade/universal-modder --skill publish-mod
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads publish-mod automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

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 / loaderPackage
tModLoaderBuild → .tmod; publish from the in-game Mod Sources menu (Steam Workshop)
BepInEx / Thunderstorezip with manifest.json, icon.png (256×256), README.md, plugins/<Mod>.dll; dependency strings like BepInEx-BepInExPack-5.4.2100
Nexus Modszip laid out as it installs (Data/... for Bethesda, BepInEx/plugins/..., ue4ss/Mods/..., ~mods/*.pak)
AoE2 DEthe official mod site (ageofempires.com/mods) or the in-game uploader; data mods include resources/_common/dat/...
Steam Workshopthe game's own uploader or SDK tool
MinecraftModrinth / CurseForge jar with fabric.mod.json / neoforge.mods.toml
ROM hacks / GameMakerpatches 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 <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.

FAQ

What does the publish-mod skill do?

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.

How do I install publish-mod?

Run npx skills add https://github.com/rehan-remade/universal-modder --skill publish-mod in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/publish-mod/ (personal) or .claude/skills/publish-mod/ (project).

Which AI agents can use publish-mod?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is publish-mod safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains publish-mod?

It is published by rehan-remade in rehan-remade/universal-modder. It has 1,461 recorded installs.

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