Creator · clshortfuse
Last updated · Sep 7, 2026
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{gam
Creator · clshortfuse
Last updated · Sep 7, 2026
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{gam
Creator · clshortfuse
Last updated · Sep 7, 2026
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{gam
Creator · clshortfuse
Last updated · Sep 7, 2026
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{gam
Sandbox only
Install targets
Codex install prompt
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"clshortfuse-setup-game-mod-dev","task":"Install setup-game-mod-dev","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add clshortfuse/renodx --skill setup-game-mod-dev
Maintenance
fresh
1d since push
Risk
Needs review
Permission surface may require sandboxing
GitHub quality
3.8K
83/100 Quality · 72/100 Trust
Coverage tags
Review notes
Permission surface may require sandboxing · The skill is highly specific to the RenoDX project, which may limit its applicability outside that ecosystem, but that is acceptable for a targeted skill.
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Needs reviewA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
3.8K GitHub stars
Repo activity
3.8K stars, 142 forks
Maintenance
1d since push
License
MIT
Install
npx skills add clshortfuse/renodx --skill setup-game-mod-dev
Install safety
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Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
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npx skills add clshortfuse/renodx --skill setup-game-mod-devDo not use when
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1.9K Stars
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61.0K Stars
npx skills add mvanhorn/last30days-skill -g
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npx skills add Imbad0202/academic-research-skills
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npx skills add mattpocock/skills --skill grill-me
Agent safety v2
Sparse or mixed signals. Useful for discovery, but not for autonomous installation.
Test manually in an isolated workspace and compare against safer alternatives.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
high
Skill metadata references credentials, tokens, environment variables, or secret-bearing workflows.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
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/api/agent/resolve?task=Use%20setup-game-mod-dev%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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/api/agent/resolve?task=Use%20setup-game-mod-dev%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
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/api/skills/clshortfuse-setup-game-mod-dev/install
Agent should check
Copy prompt
Task: Use setup-game-mod-dev in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20setup-game-mod-dev%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/clshortfuse-setup-game-mod-dev/install
Install command: npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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/api/skills/clshortfuse-setup-game-mod-dev/install
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/api/skills/clshortfuse-setup-game-mod-dev/install?format=text
Find alternatives
/api/skills/search?q=setup-game-mod-dev&limit=3
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Use setup-game-mod-dev for this task. Review https://www.openagentskill.com/api/skills/clshortfuse-setup-game-mod-dev/install, then install with: npx skills add clshortfuse/renodx --skill setup-game-mod-devRegistry metadata
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/api/registry/manifest/clshortfuse-setup-game-mod-dev
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/api/registry/manifest/clshortfuse-setup-game-mod-dev?format=text
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/api/registry/install/clshortfuse-setup-game-mod-dev
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/api/registry/recommend?task=Use%20setup-game-mod-dev%20in%20an%20agent%20workflow&limit=3
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Claude Code
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Primary pick
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Command ready
Use when
Evidence
review first
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Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
PASS3.8K GitHub stars
Stars/forks activity
INFO3.8K stars, 142 forks; issue activity unavailable in current metadata
Recent maintenance
PASS1d since push
License clarity
PASSMIT
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
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Solid option that is likely worth shortlisting for production workflows.
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I need my agent to research a topic, compare sources, and produce a concise report.
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Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
A relentless interview to sharpen a plan or design.
--- name: setup-game-mod-dev description: "RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod." argument-hint: "game title/folder, install path, graphics API, and fresh vs continuing" ---
# Setup Game Mod Development
Set up **RenoDX mod development for a specific game**. Cover the local toolchain, DevKit/MCP inspection, game-folder ReShade/addon links, and the initial or continued `src/games/{game}` workflow.
Focus on the **development environment and mod scaffold**. For swapchain/resource tracing, HDR source proof, resource upgrades, or rejecting final-SDR inverse-tonemap approaches, use `swapchain-resource-analysis`. For shader-side tonemap/LUT math after the target pass is known, use `handle-sdr-tonemap-lut`.
## Related skills and scope
| Need | Use | |---|---| | Create/resume a game folder, build targets, link ReShade/addons, configure DevKit paths | This skill | | Trace final output, resource formats, swapchain proxy, `SwapChainPass`, SDR/HDR output toggle, or HDR source proof | `swapchain-resource-analysis` | | Edit the proven game shader for RenoDRT/PsychoV/LUT bridge math | `handle-sdr-tonemap-lut` |
Keep this skill focused on getting the mod development environment and baseline workflow ready. Record enough facts for handoff, but do not duplicate the specialized swapchain/resource or shader-math workflows.
## Boundaries
- Keep changes local to one `src/games/{game}` folder unless cross-mod work is explicitly requested. - Do not change global CMake presets, CI workflows, vendored dependencies, or external submodules. - New mods start from `src/games/generic`. - Use the CMake target named after the mod folder; the output artifact is `renodx-{mod}.addon64` or `.addon32`. - Use the `devkit` and `mcp_bridge` targets for local inspection; their debug outputs are `renodx-devkit.addon64` and `renodx-mcp-bridge.exe`. - Prefer Clang CMake presets for real development builds. Use VS Code CMake build integration when available, but select the `clang-*` configure/build presets. Treat `ninja-*` and `vs-*` presets as workflow testing paths only, not normal mod development paths. - Do not build a game addon while that game is running with the addon loaded; the DLL can be locked. - Do not put dumped `.cso` files in `src/games/{game}`. They can shadow editable HLSL during live shader loading.
## Required setup facts
Collect or infer these before editing files or changing a game folder:
| Fact | Notes | |---|---| | Work mode | `continue` if `src/games/{game}` exists or the user says resume; `fresh` otherwise. | | Mod folder id | Lowercase folder name under `src/games`, usually no spaces. | | Game title | Human-readable metadata title. | | Game binary folder | The folder where ReShade and `.addon64`/`.addon32` files must load from. Infer from metadata when possible, but verify because it may be a subfolder such as `...\Binaries\Win64`. | | Executable/process | `game_exe` or `process_name` for metadata and runtime checks. | | Graphics API | Usually `d3d11`, `d3d12`, or `vulkan`; affects loader DLL naming and shader targets. | | Architecture | Usually `x64`; use `.addon32` only for 32-bit games. | | Swapchain/output state | Optional early fact: known swapchain format/color space, especially RGBA8U/UNORM bottlenecks or existing HDR/scRGB/PQ paths. | | Proxy/resource need | Optional early fact: whether evidence suggests a RGBA16F proxy, resource upgrade, `SwapChainPass` output shader, or output preset cbuffer is needed before shader-side tonemap work. | | Store ids | Steam/GOG/Microsoft/Nexus ids if known. | | Loader name | Default is often `dxgi.dll`; honor `deploy.reshade_preferred_name` or game-specific requirements. | | ReShade state | Whether the game folder already has a ReShade loader DLL, `ReShade.ini`, and `ReShade.log`. |
Before asking for missing facts, read `src/games/{mod}/metadata.json` when it exists. Use `deploy.steam_appid`, `deploy.game_exe`, `deploy.process_name`, `deploy.api`, `deploy.architecture`, `deploy.reshade_preferred_name`, and `deploy.detection.default_install_paths` to reduce guessing. If `steam_appid` is present, resolve the local Steam install by reading Steam `libraryfolders.vdf` and `appmanifest_{appid}.acf`, then use `game_exe`/`process_name` to locate the binary folder. Steam metadata alone usually resolves only the install root; still ask when executable metadata is missing, the game is not locally installed, or multiple executable matches make the injection folder ambiguous.
## Expected agent output
When invoked, produce or maintain these sections in the response or working notes:
1. **Setup facts** - game folder, install/binary folder, API, arch, and mode. 2. **Existing state** - mod folder files, metadata, registered shaders, current build artifacts, and relevant scratch/verification notes. 3. **Build plan** - exact Clang debug CMake targets (`devkit`, `mcp_bridge`, `{mod}`) and any game-shutdown requirement. 4. **Game-folder link plan** - ReShade bootstrap state, loader DLL, DevKit addon, and game addon symlink/copy targets; list conflicts instead of deleting unknown files. 5. **DevKit plan** - MCP connection, tools path, live shader path, snapshot, draw/resource/shader inspection steps, and any handoff needed for swapchain/resource proof. 6. **Baseline plan** - original capture, dump/decompile location, editable HLSL location, 1:1 live baseline validation. 7. **Verification checklist** - target built, files generated, addon loaded, shader replacement active, runtime output validated.
## Continue an existing mod
Use this path when `src/games/{mod}` already exists.
1. Inspect the existing folder: - `metadata.json` - `addon.cpp` - `shared.h` - existing shader replacements and includes - committed `README.md`, verification/dev notes, or repo memory if present 2. Treat the folder name as the build target unless CMake target listing proves otherwise. 3. Preserve existing shader registrations and settings unless the user asks to replace them. 4. Rebuild only the smallest relevant targets: - `devkit` and `mcp_bridge` if inspection tooling changed or is missing - `{mod}` for the game addon 5. Re-link only the game folder artifacts needed for this session: - ReShade loader DLL if missing or known-good symlink target changed - `renodx-devkit.addon64` or `.addon32` - `renodx-{mod}.addon64` or `.addon32` 6. Point DevKit live shaders at the existing mod folder only if it is clean of dumped binaries and unrelated scratch files. 7. Keep concise build/runtime checks in the agent response or existing committed mod docs when setup knowledge changes.
## Start a fresh mod
1. Create `src/games/{mod}` by copying the relevant files from `src/games/generic`. 2. Keep the first scaffold minimal: - `addon.cpp` - `shared.h` - `metadata.json` - shader files only after a real target shader is proven 3. Update exported addon text in `addon.cpp`: - `NAME` should identify RenoDX for the game. - `DESCRIPTION` should identify the game-specific module. 4. Create `metadata.json` with the schema, `id`, `title`, `status`, optional `summary`/`tags`, and `deploy` fields such as `game_exe`, `api`, `steam_appid`, and `architecture`. 5. Let the top-level CMake auto-discover the mod through `addon.cpp`; do not edit global CMake just to add a game folder. 6. Build the new mod target before adding shader complexity. 7. Add shader registrations only after DevKit identifies stable target shader hashes.
## Local toolchain and build setup
Clang debug is the default path for mod development builds.
| Architecture | Configure preset | Development build preset | |---|---|---| | x64 | `clang-x64` | `clang-x64-debug` | | x86 | `clang-x86` | `clang-x86-debug` |
When working on mods, assume debug build artifacts. Use release presets only for explicit packaging/deploy requests, not normal development or DevKit iteration. Do not use `ninja-*`, `vs-*`, or ad-hoc build folders for real mod development; reserve them for workflow testing or explicit user requests.
1. Ensure repo-local shader tools exist in `bin` when DevKit decompilation or DXC isolation is needed: - `dxc.exe` - `dxcompiler.dll` - `cmd_Decompiler.exe` - optional SPIR-V tools 2. If tools are missing, run the repo setup script from the repo root with install/update intent. 3. Build these targets for live inspection: - `devkit` - `mcp_bridge` 4. Build the game target named `{mod}`. 5. If a build fails because the output `.addon64`/`.addon32` is locked, stop the game and rebuild; do not work around it by renaming random artifacts.
## Game-folder ReShade and addon links
Use symlinks for local development when possible; copy only when symlinks are unavailable or the user asks for deploy-like behavior.
1. Resolve the **game binary folder** from metadata when possible. Prefer `deploy.detection.default_install_paths`, then Steam `deploy.steam_appid` via local `appmanifest_{appid}.acf`, then locate `deploy.game_exe`/`process_name` under that root. Do not assume the Steam install root is the injection folder. 2. Check for existing loader/addon files: - ReShade loader DLL, usually `dxgi.dll` - `ReShade.ini` - `renodx-devkit.addon64`/`.addon32` - `renodx-{mod}.addon64`/`.addon32` 3. If a target exists and is not a symlink or known build artifact, report it as a conflict or backup candidate instead of deleting it. 4. Use `scripts/setup-reshade.ps1` against the game binary folder when ReShade search paths or baseline `ReShade.ini` need setup. 5. Link the DevKit addon from the active build output. 6. Link the game addon from the active build output. 7. Launch the game and confirm `ReShade.log` shows both addons loaded.
### If the game folder has no ReShade yet
First use `scripts/setup-dev-env.ps1 -Update` or `-Install` to populate repo-local `bin` with `ReShade32.dll` and `ReShade64.dll` when they are available from the machine's ReShade install. Then use `scripts/setup-reshade.ps1` against the resolved game binary folder before linking addons. If a mod folder already has metadata, prefer `scripts/setup-reshade.ps1 -Mod {mod}` so the script can infer the Steam install and loader defaults from `metadata.json`.
The script currently does useful development setup tasks:
- creates the loader DLL, default `dxgi.dll`, as a symlink to repo-local `bin\ReShade64.dll`/`bin\ReShade32.dll` when available, falling back to `%ProgramData%\ReShade`; - copies `%ProgramData%\ReShade\ReShade.ini` into the game folder when `ReShade.ini` is missing; - updates `EffectSearchPaths` and `TextureSearchPaths` in `ReShade.ini` for the game folder and common ReShade shader folders. - writes `[renodx-dev] ToolsPath` to the repo `bin` folder and `[renodx-dev] LivePath` to `src/games/{mod}` when `-Mod` resolves an existing mod folder, otherwise to the game folder's `renodx-dev\live` path. This avoids starting DevKit with no tools directory configured.
If setup reports that ReShade DLLs or `%ProgramData%\ReShade\ReShade.ini` are missing, install/configure ReShade first, rerun `scripts/setup-dev-env.ps1 -Update`, then rerun the game-folder setup. Do not fabricate a loader path.
Treat these as script limitations unless the user asks to change it:
- it defaults to `-Arch x64` and `-LoaderName dxgi.dll`; - it leaves an existing non-symlink `dxgi.dll` untouched and reports the conflict.
For a 32-bit game, call the script with `-Arch x86`. For a non-`dxgi.dll` loader or a game that needs `deploy.reshade_preferred_name`, pass `-LoaderName` explicitly and still report any existing non-symlink conflict.
Pass `-LivePath <path>` when the DevKit l
Source provenance
Decision snapshot
3,760 GitHub stars
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Install and adoption review
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Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
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Scenario-led draft for setup-game-mod-dev, ready for a manual X post.
setup-game-mod-dev: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevK... 3.8K stars https://www.openagentskill.com/skills/clshortfuse-setup-game-mod-dev?ref=x
Listing + install path for setup-game-mod-dev: https://www.openagentskill.com/skills/clshortfuse-setup-game-mod-dev?ref=x Install: npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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mono-color
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256.3K StarsSandbox only
Install targets
Codex install prompt
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"clshortfuse-setup-game-mod-dev","task":"Install setup-game-mod-dev","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add clshortfuse/renodx --skill setup-game-mod-dev
Maintenance
fresh
1d since push
Risk
Needs review
Permission surface may require sandboxing
GitHub quality
3.8K
83/100 Quality · 72/100 Trust
Coverage tags
Review notes
Permission surface may require sandboxing · The skill is highly specific to the RenoDX project, which may limit its applicability outside that ecosystem, but that is acceptable for a targeted skill.
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Needs reviewA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
3.8K GitHub stars
Repo activity
3.8K stars, 142 forks
Maintenance
1d since push
License
MIT
Install
npx skills add clshortfuse/renodx --skill setup-game-mod-dev
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add clshortfuse/renodx --skill setup-game-mod-devDo not use when
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Alternative
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Alternative
256.3K Stars
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Agent safety v2
Sparse or mixed signals. Useful for discovery, but not for autonomous installation.
Test manually in an isolated workspace and compare against safer alternatives.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
high
Skill metadata references credentials, tokens, environment variables, or secret-bearing workflows.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
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Task: Use setup-game-mod-dev in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20setup-game-mod-dev%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/clshortfuse-setup-game-mod-dev/install
Install command: npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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Use setup-game-mod-dev for this task. Review https://www.openagentskill.com/api/skills/clshortfuse-setup-game-mod-dev/install, then install with: npx skills add clshortfuse/renodx --skill setup-game-mod-devRegistry metadata
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/api/registry/recommend?task=Use%20setup-game-mod-dev%20in%20an%20agent%20workflow&limit=3
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PASS3.8K GitHub stars
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INFO3.8K stars, 142 forks; issue activity unavailable in current metadata
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PASS1d since push
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Review before install
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Run only in a sandbox and compare close alternatives before using it for real work.
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Solid option that is likely worth shortlisting for production workflows.
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Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
A relentless interview to sharpen a plan or design.
--- name: setup-game-mod-dev description: "RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod." argument-hint: "game title/folder, install path, graphics API, and fresh vs continuing" ---
# Setup Game Mod Development
Set up **RenoDX mod development for a specific game**. Cover the local toolchain, DevKit/MCP inspection, game-folder ReShade/addon links, and the initial or continued `src/games/{game}` workflow.
Focus on the **development environment and mod scaffold**. For swapchain/resource tracing, HDR source proof, resource upgrades, or rejecting final-SDR inverse-tonemap approaches, use `swapchain-resource-analysis`. For shader-side tonemap/LUT math after the target pass is known, use `handle-sdr-tonemap-lut`.
## Related skills and scope
| Need | Use | |---|---| | Create/resume a game folder, build targets, link ReShade/addons, configure DevKit paths | This skill | | Trace final output, resource formats, swapchain proxy, `SwapChainPass`, SDR/HDR output toggle, or HDR source proof | `swapchain-resource-analysis` | | Edit the proven game shader for RenoDRT/PsychoV/LUT bridge math | `handle-sdr-tonemap-lut` |
Keep this skill focused on getting the mod development environment and baseline workflow ready. Record enough facts for handoff, but do not duplicate the specialized swapchain/resource or shader-math workflows.
## Boundaries
- Keep changes local to one `src/games/{game}` folder unless cross-mod work is explicitly requested. - Do not change global CMake presets, CI workflows, vendored dependencies, or external submodules. - New mods start from `src/games/generic`. - Use the CMake target named after the mod folder; the output artifact is `renodx-{mod}.addon64` or `.addon32`. - Use the `devkit` and `mcp_bridge` targets for local inspection; their debug outputs are `renodx-devkit.addon64` and `renodx-mcp-bridge.exe`. - Prefer Clang CMake presets for real development builds. Use VS Code CMake build integration when available, but select the `clang-*` configure/build presets. Treat `ninja-*` and `vs-*` presets as workflow testing paths only, not normal mod development paths. - Do not build a game addon while that game is running with the addon loaded; the DLL can be locked. - Do not put dumped `.cso` files in `src/games/{game}`. They can shadow editable HLSL during live shader loading.
## Required setup facts
Collect or infer these before editing files or changing a game folder:
| Fact | Notes | |---|---| | Work mode | `continue` if `src/games/{game}` exists or the user says resume; `fresh` otherwise. | | Mod folder id | Lowercase folder name under `src/games`, usually no spaces. | | Game title | Human-readable metadata title. | | Game binary folder | The folder where ReShade and `.addon64`/`.addon32` files must load from. Infer from metadata when possible, but verify because it may be a subfolder such as `...\Binaries\Win64`. | | Executable/process | `game_exe` or `process_name` for metadata and runtime checks. | | Graphics API | Usually `d3d11`, `d3d12`, or `vulkan`; affects loader DLL naming and shader targets. | | Architecture | Usually `x64`; use `.addon32` only for 32-bit games. | | Swapchain/output state | Optional early fact: known swapchain format/color space, especially RGBA8U/UNORM bottlenecks or existing HDR/scRGB/PQ paths. | | Proxy/resource need | Optional early fact: whether evidence suggests a RGBA16F proxy, resource upgrade, `SwapChainPass` output shader, or output preset cbuffer is needed before shader-side tonemap work. | | Store ids | Steam/GOG/Microsoft/Nexus ids if known. | | Loader name | Default is often `dxgi.dll`; honor `deploy.reshade_preferred_name` or game-specific requirements. | | ReShade state | Whether the game folder already has a ReShade loader DLL, `ReShade.ini`, and `ReShade.log`. |
Before asking for missing facts, read `src/games/{mod}/metadata.json` when it exists. Use `deploy.steam_appid`, `deploy.game_exe`, `deploy.process_name`, `deploy.api`, `deploy.architecture`, `deploy.reshade_preferred_name`, and `deploy.detection.default_install_paths` to reduce guessing. If `steam_appid` is present, resolve the local Steam install by reading Steam `libraryfolders.vdf` and `appmanifest_{appid}.acf`, then use `game_exe`/`process_name` to locate the binary folder. Steam metadata alone usually resolves only the install root; still ask when executable metadata is missing, the game is not locally installed, or multiple executable matches make the injection folder ambiguous.
## Expected agent output
When invoked, produce or maintain these sections in the response or working notes:
1. **Setup facts** - game folder, install/binary folder, API, arch, and mode. 2. **Existing state** - mod folder files, metadata, registered shaders, current build artifacts, and relevant scratch/verification notes. 3. **Build plan** - exact Clang debug CMake targets (`devkit`, `mcp_bridge`, `{mod}`) and any game-shutdown requirement. 4. **Game-folder link plan** - ReShade bootstrap state, loader DLL, DevKit addon, and game addon symlink/copy targets; list conflicts instead of deleting unknown files. 5. **DevKit plan** - MCP connection, tools path, live shader path, snapshot, draw/resource/shader inspection steps, and any handoff needed for swapchain/resource proof. 6. **Baseline plan** - original capture, dump/decompile location, editable HLSL location, 1:1 live baseline validation. 7. **Verification checklist** - target built, files generated, addon loaded, shader replacement active, runtime output validated.
## Continue an existing mod
Use this path when `src/games/{mod}` already exists.
1. Inspect the existing folder: - `metadata.json` - `addon.cpp` - `shared.h` - existing shader replacements and includes - committed `README.md`, verification/dev notes, or repo memory if present 2. Treat the folder name as the build target unless CMake target listing proves otherwise. 3. Preserve existing shader registrations and settings unless the user asks to replace them. 4. Rebuild only the smallest relevant targets: - `devkit` and `mcp_bridge` if inspection tooling changed or is missing - `{mod}` for the game addon 5. Re-link only the game folder artifacts needed for this session: - ReShade loader DLL if missing or known-good symlink target changed - `renodx-devkit.addon64` or `.addon32` - `renodx-{mod}.addon64` or `.addon32` 6. Point DevKit live shaders at the existing mod folder only if it is clean of dumped binaries and unrelated scratch files. 7. Keep concise build/runtime checks in the agent response or existing committed mod docs when setup knowledge changes.
## Start a fresh mod
1. Create `src/games/{mod}` by copying the relevant files from `src/games/generic`. 2. Keep the first scaffold minimal: - `addon.cpp` - `shared.h` - `metadata.json` - shader files only after a real target shader is proven 3. Update exported addon text in `addon.cpp`: - `NAME` should identify RenoDX for the game. - `DESCRIPTION` should identify the game-specific module. 4. Create `metadata.json` with the schema, `id`, `title`, `status`, optional `summary`/`tags`, and `deploy` fields such as `game_exe`, `api`, `steam_appid`, and `architecture`. 5. Let the top-level CMake auto-discover the mod through `addon.cpp`; do not edit global CMake just to add a game folder. 6. Build the new mod target before adding shader complexity. 7. Add shader registrations only after DevKit identifies stable target shader hashes.
## Local toolchain and build setup
Clang debug is the default path for mod development builds.
| Architecture | Configure preset | Development build preset | |---|---|---| | x64 | `clang-x64` | `clang-x64-debug` | | x86 | `clang-x86` | `clang-x86-debug` |
When working on mods, assume debug build artifacts. Use release presets only for explicit packaging/deploy requests, not normal development or DevKit iteration. Do not use `ninja-*`, `vs-*`, or ad-hoc build folders for real mod development; reserve them for workflow testing or explicit user requests.
1. Ensure repo-local shader tools exist in `bin` when DevKit decompilation or DXC isolation is needed: - `dxc.exe` - `dxcompiler.dll` - `cmd_Decompiler.exe` - optional SPIR-V tools 2. If tools are missing, run the repo setup script from the repo root with install/update intent. 3. Build these targets for live inspection: - `devkit` - `mcp_bridge` 4. Build the game target named `{mod}`. 5. If a build fails because the output `.addon64`/`.addon32` is locked, stop the game and rebuild; do not work around it by renaming random artifacts.
## Game-folder ReShade and addon links
Use symlinks for local development when possible; copy only when symlinks are unavailable or the user asks for deploy-like behavior.
1. Resolve the **game binary folder** from metadata when possible. Prefer `deploy.detection.default_install_paths`, then Steam `deploy.steam_appid` via local `appmanifest_{appid}.acf`, then locate `deploy.game_exe`/`process_name` under that root. Do not assume the Steam install root is the injection folder. 2. Check for existing loader/addon files: - ReShade loader DLL, usually `dxgi.dll` - `ReShade.ini` - `renodx-devkit.addon64`/`.addon32` - `renodx-{mod}.addon64`/`.addon32` 3. If a target exists and is not a symlink or known build artifact, report it as a conflict or backup candidate instead of deleting it. 4. Use `scripts/setup-reshade.ps1` against the game binary folder when ReShade search paths or baseline `ReShade.ini` need setup. 5. Link the DevKit addon from the active build output. 6. Link the game addon from the active build output. 7. Launch the game and confirm `ReShade.log` shows both addons loaded.
### If the game folder has no ReShade yet
First use `scripts/setup-dev-env.ps1 -Update` or `-Install` to populate repo-local `bin` with `ReShade32.dll` and `ReShade64.dll` when they are available from the machine's ReShade install. Then use `scripts/setup-reshade.ps1` against the resolved game binary folder before linking addons. If a mod folder already has metadata, prefer `scripts/setup-reshade.ps1 -Mod {mod}` so the script can infer the Steam install and loader defaults from `metadata.json`.
The script currently does useful development setup tasks:
- creates the loader DLL, default `dxgi.dll`, as a symlink to repo-local `bin\ReShade64.dll`/`bin\ReShade32.dll` when available, falling back to `%ProgramData%\ReShade`; - copies `%ProgramData%\ReShade\ReShade.ini` into the game folder when `ReShade.ini` is missing; - updates `EffectSearchPaths` and `TextureSearchPaths` in `ReShade.ini` for the game folder and common ReShade shader folders. - writes `[renodx-dev] ToolsPath` to the repo `bin` folder and `[renodx-dev] LivePath` to `src/games/{mod}` when `-Mod` resolves an existing mod folder, otherwise to the game folder's `renodx-dev\live` path. This avoids starting DevKit with no tools directory configured.
If setup reports that ReShade DLLs or `%ProgramData%\ReShade\ReShade.ini` are missing, install/configure ReShade first, rerun `scripts/setup-dev-env.ps1 -Update`, then rerun the game-folder setup. Do not fabricate a loader path.
Treat these as script limitations unless the user asks to change it:
- it defaults to `-Arch x64` and `-LoaderName dxgi.dll`; - it leaves an existing non-symlink `dxgi.dll` untouched and reports the conflict.
For a 32-bit game, call the script with `-Arch x86`. For a non-`dxgi.dll` loader or a game that needs `deploy.reshade_preferred_name`, pass `-LoaderName` explicitly and still report any existing non-symlink conflict.
Pass `-LivePath <path>` when the DevKit l
Source provenance
Decision snapshot
3,760 GitHub stars
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Install and adoption review
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No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
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Free and open source. Review the report before installing into production agents.
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Scenario-led draft for setup-game-mod-dev, ready for a manual X post.
setup-game-mod-dev: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevK... 3.8K stars https://www.openagentskill.com/skills/clshortfuse-setup-game-mod-dev?ref=x
Listing + install path for setup-game-mod-dev: https://www.openagentskill.com/skills/clshortfuse-setup-game-mod-dev?ref=x Install: npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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Academic Research Skills for Claude Code: research → write → review → revise → finalize
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256.3K StarsSandbox only
Install targets
Codex install prompt
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"clshortfuse-setup-game-mod-dev","task":"Install setup-game-mod-dev","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add clshortfuse/renodx --skill setup-game-mod-dev
Maintenance
fresh
1d since push
Risk
Needs review
Permission surface may require sandboxing
GitHub quality
3.8K
83/100 Quality · 72/100 Trust
Coverage tags
Review notes
Permission surface may require sandboxing · The skill is highly specific to the RenoDX project, which may limit its applicability outside that ecosystem, but that is acceptable for a targeted skill.
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Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Needs reviewA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
3.8K GitHub stars
Repo activity
3.8K stars, 142 forks
Maintenance
1d since push
License
MIT
Install
npx skills add clshortfuse/renodx --skill setup-game-mod-dev
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
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Suited agents
Install decision
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Outcome loop
Install command
npx skills add clshortfuse/renodx --skill setup-game-mod-devDo not use when
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1.9K Stars
npx skills add yanliudesign/mono-color-skill --skill mono-color
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61.0K Stars
npx skills add mvanhorn/last30days-skill -g
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38.4K Stars
npx skills add Imbad0202/academic-research-skills
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256.3K Stars
npx skills add mattpocock/skills --skill grill-me
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Sparse or mixed signals. Useful for discovery, but not for autonomous installation.
Test manually in an isolated workspace and compare against safer alternatives.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
high
Skill metadata references credentials, tokens, environment variables, or secret-bearing workflows.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
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/api/agent/resolve?task=Use%20setup-game-mod-dev%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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Agent should check
Copy prompt
Task: Use setup-game-mod-dev in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20setup-game-mod-dev%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/clshortfuse-setup-game-mod-dev/install
Install command: npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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Agent prompt
Use setup-game-mod-dev for this task. Review https://www.openagentskill.com/api/skills/clshortfuse-setup-game-mod-dev/install, then install with: npx skills add clshortfuse/renodx --skill setup-game-mod-devRegistry metadata
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Manifest
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LLM text
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Install alias
/api/registry/install/clshortfuse-setup-game-mod-dev
Recommend
/api/registry/recommend?task=Use%20setup-game-mod-dev%20in%20an%20agent%20workflow&limit=3
Agent fit
Research agents
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Research agents
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
PASS3.8K GitHub stars
Stars/forks activity
INFO3.8K stars, 142 forks; issue activity unavailable in current metadata
Recent maintenance
PASS1d since push
License clarity
PASSMIT
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Automate repeated work
I need my agent to automate a repeated workflow across tools and files.
Analyze matches
I need my agent to analyze football matches, World Cup data, xG, players, teams, and predictions.
Workflow fit
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Turn skills into distribution
A workflow for turning newly indexed skills into SEO briefs, social drafts, comparison pages, and reusable publishing workflows.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
A relentless interview to sharpen a plan or design.
--- name: setup-game-mod-dev description: "RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod." argument-hint: "game title/folder, install path, graphics API, and fresh vs continuing" ---
# Setup Game Mod Development
Set up **RenoDX mod development for a specific game**. Cover the local toolchain, DevKit/MCP inspection, game-folder ReShade/addon links, and the initial or continued `src/games/{game}` workflow.
Focus on the **development environment and mod scaffold**. For swapchain/resource tracing, HDR source proof, resource upgrades, or rejecting final-SDR inverse-tonemap approaches, use `swapchain-resource-analysis`. For shader-side tonemap/LUT math after the target pass is known, use `handle-sdr-tonemap-lut`.
## Related skills and scope
| Need | Use | |---|---| | Create/resume a game folder, build targets, link ReShade/addons, configure DevKit paths | This skill | | Trace final output, resource formats, swapchain proxy, `SwapChainPass`, SDR/HDR output toggle, or HDR source proof | `swapchain-resource-analysis` | | Edit the proven game shader for RenoDRT/PsychoV/LUT bridge math | `handle-sdr-tonemap-lut` |
Keep this skill focused on getting the mod development environment and baseline workflow ready. Record enough facts for handoff, but do not duplicate the specialized swapchain/resource or shader-math workflows.
## Boundaries
- Keep changes local to one `src/games/{game}` folder unless cross-mod work is explicitly requested. - Do not change global CMake presets, CI workflows, vendored dependencies, or external submodules. - New mods start from `src/games/generic`. - Use the CMake target named after the mod folder; the output artifact is `renodx-{mod}.addon64` or `.addon32`. - Use the `devkit` and `mcp_bridge` targets for local inspection; their debug outputs are `renodx-devkit.addon64` and `renodx-mcp-bridge.exe`. - Prefer Clang CMake presets for real development builds. Use VS Code CMake build integration when available, but select the `clang-*` configure/build presets. Treat `ninja-*` and `vs-*` presets as workflow testing paths only, not normal mod development paths. - Do not build a game addon while that game is running with the addon loaded; the DLL can be locked. - Do not put dumped `.cso` files in `src/games/{game}`. They can shadow editable HLSL during live shader loading.
## Required setup facts
Collect or infer these before editing files or changing a game folder:
| Fact | Notes | |---|---| | Work mode | `continue` if `src/games/{game}` exists or the user says resume; `fresh` otherwise. | | Mod folder id | Lowercase folder name under `src/games`, usually no spaces. | | Game title | Human-readable metadata title. | | Game binary folder | The folder where ReShade and `.addon64`/`.addon32` files must load from. Infer from metadata when possible, but verify because it may be a subfolder such as `...\Binaries\Win64`. | | Executable/process | `game_exe` or `process_name` for metadata and runtime checks. | | Graphics API | Usually `d3d11`, `d3d12`, or `vulkan`; affects loader DLL naming and shader targets. | | Architecture | Usually `x64`; use `.addon32` only for 32-bit games. | | Swapchain/output state | Optional early fact: known swapchain format/color space, especially RGBA8U/UNORM bottlenecks or existing HDR/scRGB/PQ paths. | | Proxy/resource need | Optional early fact: whether evidence suggests a RGBA16F proxy, resource upgrade, `SwapChainPass` output shader, or output preset cbuffer is needed before shader-side tonemap work. | | Store ids | Steam/GOG/Microsoft/Nexus ids if known. | | Loader name | Default is often `dxgi.dll`; honor `deploy.reshade_preferred_name` or game-specific requirements. | | ReShade state | Whether the game folder already has a ReShade loader DLL, `ReShade.ini`, and `ReShade.log`. |
Before asking for missing facts, read `src/games/{mod}/metadata.json` when it exists. Use `deploy.steam_appid`, `deploy.game_exe`, `deploy.process_name`, `deploy.api`, `deploy.architecture`, `deploy.reshade_preferred_name`, and `deploy.detection.default_install_paths` to reduce guessing. If `steam_appid` is present, resolve the local Steam install by reading Steam `libraryfolders.vdf` and `appmanifest_{appid}.acf`, then use `game_exe`/`process_name` to locate the binary folder. Steam metadata alone usually resolves only the install root; still ask when executable metadata is missing, the game is not locally installed, or multiple executable matches make the injection folder ambiguous.
## Expected agent output
When invoked, produce or maintain these sections in the response or working notes:
1. **Setup facts** - game folder, install/binary folder, API, arch, and mode. 2. **Existing state** - mod folder files, metadata, registered shaders, current build artifacts, and relevant scratch/verification notes. 3. **Build plan** - exact Clang debug CMake targets (`devkit`, `mcp_bridge`, `{mod}`) and any game-shutdown requirement. 4. **Game-folder link plan** - ReShade bootstrap state, loader DLL, DevKit addon, and game addon symlink/copy targets; list conflicts instead of deleting unknown files. 5. **DevKit plan** - MCP connection, tools path, live shader path, snapshot, draw/resource/shader inspection steps, and any handoff needed for swapchain/resource proof. 6. **Baseline plan** - original capture, dump/decompile location, editable HLSL location, 1:1 live baseline validation. 7. **Verification checklist** - target built, files generated, addon loaded, shader replacement active, runtime output validated.
## Continue an existing mod
Use this path when `src/games/{mod}` already exists.
1. Inspect the existing folder: - `metadata.json` - `addon.cpp` - `shared.h` - existing shader replacements and includes - committed `README.md`, verification/dev notes, or repo memory if present 2. Treat the folder name as the build target unless CMake target listing proves otherwise. 3. Preserve existing shader registrations and settings unless the user asks to replace them. 4. Rebuild only the smallest relevant targets: - `devkit` and `mcp_bridge` if inspection tooling changed or is missing - `{mod}` for the game addon 5. Re-link only the game folder artifacts needed for this session: - ReShade loader DLL if missing or known-good symlink target changed - `renodx-devkit.addon64` or `.addon32` - `renodx-{mod}.addon64` or `.addon32` 6. Point DevKit live shaders at the existing mod folder only if it is clean of dumped binaries and unrelated scratch files. 7. Keep concise build/runtime checks in the agent response or existing committed mod docs when setup knowledge changes.
## Start a fresh mod
1. Create `src/games/{mod}` by copying the relevant files from `src/games/generic`. 2. Keep the first scaffold minimal: - `addon.cpp` - `shared.h` - `metadata.json` - shader files only after a real target shader is proven 3. Update exported addon text in `addon.cpp`: - `NAME` should identify RenoDX for the game. - `DESCRIPTION` should identify the game-specific module. 4. Create `metadata.json` with the schema, `id`, `title`, `status`, optional `summary`/`tags`, and `deploy` fields such as `game_exe`, `api`, `steam_appid`, and `architecture`. 5. Let the top-level CMake auto-discover the mod through `addon.cpp`; do not edit global CMake just to add a game folder. 6. Build the new mod target before adding shader complexity. 7. Add shader registrations only after DevKit identifies stable target shader hashes.
## Local toolchain and build setup
Clang debug is the default path for mod development builds.
| Architecture | Configure preset | Development build preset | |---|---|---| | x64 | `clang-x64` | `clang-x64-debug` | | x86 | `clang-x86` | `clang-x86-debug` |
When working on mods, assume debug build artifacts. Use release presets only for explicit packaging/deploy requests, not normal development or DevKit iteration. Do not use `ninja-*`, `vs-*`, or ad-hoc build folders for real mod development; reserve them for workflow testing or explicit user requests.
1. Ensure repo-local shader tools exist in `bin` when DevKit decompilation or DXC isolation is needed: - `dxc.exe` - `dxcompiler.dll` - `cmd_Decompiler.exe` - optional SPIR-V tools 2. If tools are missing, run the repo setup script from the repo root with install/update intent. 3. Build these targets for live inspection: - `devkit` - `mcp_bridge` 4. Build the game target named `{mod}`. 5. If a build fails because the output `.addon64`/`.addon32` is locked, stop the game and rebuild; do not work around it by renaming random artifacts.
## Game-folder ReShade and addon links
Use symlinks for local development when possible; copy only when symlinks are unavailable or the user asks for deploy-like behavior.
1. Resolve the **game binary folder** from metadata when possible. Prefer `deploy.detection.default_install_paths`, then Steam `deploy.steam_appid` via local `appmanifest_{appid}.acf`, then locate `deploy.game_exe`/`process_name` under that root. Do not assume the Steam install root is the injection folder. 2. Check for existing loader/addon files: - ReShade loader DLL, usually `dxgi.dll` - `ReShade.ini` - `renodx-devkit.addon64`/`.addon32` - `renodx-{mod}.addon64`/`.addon32` 3. If a target exists and is not a symlink or known build artifact, report it as a conflict or backup candidate instead of deleting it. 4. Use `scripts/setup-reshade.ps1` against the game binary folder when ReShade search paths or baseline `ReShade.ini` need setup. 5. Link the DevKit addon from the active build output. 6. Link the game addon from the active build output. 7. Launch the game and confirm `ReShade.log` shows both addons loaded.
### If the game folder has no ReShade yet
First use `scripts/setup-dev-env.ps1 -Update` or `-Install` to populate repo-local `bin` with `ReShade32.dll` and `ReShade64.dll` when they are available from the machine's ReShade install. Then use `scripts/setup-reshade.ps1` against the resolved game binary folder before linking addons. If a mod folder already has metadata, prefer `scripts/setup-reshade.ps1 -Mod {mod}` so the script can infer the Steam install and loader defaults from `metadata.json`.
The script currently does useful development setup tasks:
- creates the loader DLL, default `dxgi.dll`, as a symlink to repo-local `bin\ReShade64.dll`/`bin\ReShade32.dll` when available, falling back to `%ProgramData%\ReShade`; - copies `%ProgramData%\ReShade\ReShade.ini` into the game folder when `ReShade.ini` is missing; - updates `EffectSearchPaths` and `TextureSearchPaths` in `ReShade.ini` for the game folder and common ReShade shader folders. - writes `[renodx-dev] ToolsPath` to the repo `bin` folder and `[renodx-dev] LivePath` to `src/games/{mod}` when `-Mod` resolves an existing mod folder, otherwise to the game folder's `renodx-dev\live` path. This avoids starting DevKit with no tools directory configured.
If setup reports that ReShade DLLs or `%ProgramData%\ReShade\ReShade.ini` are missing, install/configure ReShade first, rerun `scripts/setup-dev-env.ps1 -Update`, then rerun the game-folder setup. Do not fabricate a loader path.
Treat these as script limitations unless the user asks to change it:
- it defaults to `-Arch x64` and `-LoaderName dxgi.dll`; - it leaves an existing non-symlink `dxgi.dll` untouched and reports the conflict.
For a 32-bit game, call the script with `-Arch x86`. For a non-`dxgi.dll` loader or a game that needs `deploy.reshade_preferred_name`, pass `-LoaderName` explicitly and still report any existing non-symlink conflict.
Pass `-LivePath <path>` when the DevKit l
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setup-game-mod-dev: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevK... 3.8K stars https://www.openagentskill.com/skills/clshortfuse-setup-game-mod-dev?ref=x
Listing + install path for setup-game-mod-dev: https://www.openagentskill.com/skills/clshortfuse-setup-game-mod-dev?ref=x Install: npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
1.9K StarsLast30days Skill
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
61.0K StarsAcademic Research Skills
Academic Research Skills for Claude Code: research → write → review → revise → finalize
38.4K Starsgrill-me
A relentless interview to sharpen a plan or design.
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Codex install prompt
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"clshortfuse-setup-game-mod-dev","task":"Install setup-game-mod-dev","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
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Claude Code + CLI + Codex
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npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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npx skills add clshortfuse/renodx --skill setup-game-mod-devDo not use when
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Task: Use setup-game-mod-dev in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20setup-game-mod-dev%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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Install command: npx skills add clshortfuse/renodx --skill setup-game-mod-dev
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Use setup-game-mod-dev for this task. Review https://www.openagentskill.com/api/skills/clshortfuse-setup-game-mod-dev/install, then install with: npx skills add clshortfuse/renodx --skill setup-game-mod-devRegistry metadata
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Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
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PASS3.8K GitHub stars
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INFO3.8K stars, 142 forks; issue activity unavailable in current metadata
Recent maintenance
PASS1d since push
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Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
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Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
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Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
A relentless interview to sharpen a plan or design.
--- name: setup-game-mod-dev description: "RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod." argument-hint: "game title/folder, install path, graphics API, and fresh vs continuing" ---
# Setup Game Mod Development
Set up **RenoDX mod development for a specific game**. Cover the local toolchain, DevKit/MCP inspection, game-folder ReShade/addon links, and the initial or continued `src/games/{game}` workflow.
Focus on the **development environment and mod scaffold**. For swapchain/resource tracing, HDR source proof, resource upgrades, or rejecting final-SDR inverse-tonemap approaches, use `swapchain-resource-analysis`. For shader-side tonemap/LUT math after the target pass is known, use `handle-sdr-tonemap-lut`.
## Related skills and scope
| Need | Use | |---|---| | Create/resume a game folder, build targets, link ReShade/addons, configure DevKit paths | This skill | | Trace final output, resource formats, swapchain proxy, `SwapChainPass`, SDR/HDR output toggle, or HDR source proof | `swapchain-resource-analysis` | | Edit the proven game shader for RenoDRT/PsychoV/LUT bridge math | `handle-sdr-tonemap-lut` |
Keep this skill focused on getting the mod development environment and baseline workflow ready. Record enough facts for handoff, but do not duplicate the specialized swapchain/resource or shader-math workflows.
## Boundaries
- Keep changes local to one `src/games/{game}` folder unless cross-mod work is explicitly requested. - Do not change global CMake presets, CI workflows, vendored dependencies, or external submodules. - New mods start from `src/games/generic`. - Use the CMake target named after the mod folder; the output artifact is `renodx-{mod}.addon64` or `.addon32`. - Use the `devkit` and `mcp_bridge` targets for local inspection; their debug outputs are `renodx-devkit.addon64` and `renodx-mcp-bridge.exe`. - Prefer Clang CMake presets for real development builds. Use VS Code CMake build integration when available, but select the `clang-*` configure/build presets. Treat `ninja-*` and `vs-*` presets as workflow testing paths only, not normal mod development paths. - Do not build a game addon while that game is running with the addon loaded; the DLL can be locked. - Do not put dumped `.cso` files in `src/games/{game}`. They can shadow editable HLSL during live shader loading.
## Required setup facts
Collect or infer these before editing files or changing a game folder:
| Fact | Notes | |---|---| | Work mode | `continue` if `src/games/{game}` exists or the user says resume; `fresh` otherwise. | | Mod folder id | Lowercase folder name under `src/games`, usually no spaces. | | Game title | Human-readable metadata title. | | Game binary folder | The folder where ReShade and `.addon64`/`.addon32` files must load from. Infer from metadata when possible, but verify because it may be a subfolder such as `...\Binaries\Win64`. | | Executable/process | `game_exe` or `process_name` for metadata and runtime checks. | | Graphics API | Usually `d3d11`, `d3d12`, or `vulkan`; affects loader DLL naming and shader targets. | | Architecture | Usually `x64`; use `.addon32` only for 32-bit games. | | Swapchain/output state | Optional early fact: known swapchain format/color space, especially RGBA8U/UNORM bottlenecks or existing HDR/scRGB/PQ paths. | | Proxy/resource need | Optional early fact: whether evidence suggests a RGBA16F proxy, resource upgrade, `SwapChainPass` output shader, or output preset cbuffer is needed before shader-side tonemap work. | | Store ids | Steam/GOG/Microsoft/Nexus ids if known. | | Loader name | Default is often `dxgi.dll`; honor `deploy.reshade_preferred_name` or game-specific requirements. | | ReShade state | Whether the game folder already has a ReShade loader DLL, `ReShade.ini`, and `ReShade.log`. |
Before asking for missing facts, read `src/games/{mod}/metadata.json` when it exists. Use `deploy.steam_appid`, `deploy.game_exe`, `deploy.process_name`, `deploy.api`, `deploy.architecture`, `deploy.reshade_preferred_name`, and `deploy.detection.default_install_paths` to reduce guessing. If `steam_appid` is present, resolve the local Steam install by reading Steam `libraryfolders.vdf` and `appmanifest_{appid}.acf`, then use `game_exe`/`process_name` to locate the binary folder. Steam metadata alone usually resolves only the install root; still ask when executable metadata is missing, the game is not locally installed, or multiple executable matches make the injection folder ambiguous.
## Expected agent output
When invoked, produce or maintain these sections in the response or working notes:
1. **Setup facts** - game folder, install/binary folder, API, arch, and mode. 2. **Existing state** - mod folder files, metadata, registered shaders, current build artifacts, and relevant scratch/verification notes. 3. **Build plan** - exact Clang debug CMake targets (`devkit`, `mcp_bridge`, `{mod}`) and any game-shutdown requirement. 4. **Game-folder link plan** - ReShade bootstrap state, loader DLL, DevKit addon, and game addon symlink/copy targets; list conflicts instead of deleting unknown files. 5. **DevKit plan** - MCP connection, tools path, live shader path, snapshot, draw/resource/shader inspection steps, and any handoff needed for swapchain/resource proof. 6. **Baseline plan** - original capture, dump/decompile location, editable HLSL location, 1:1 live baseline validation. 7. **Verification checklist** - target built, files generated, addon loaded, shader replacement active, runtime output validated.
## Continue an existing mod
Use this path when `src/games/{mod}` already exists.
1. Inspect the existing folder: - `metadata.json` - `addon.cpp` - `shared.h` - existing shader replacements and includes - committed `README.md`, verification/dev notes, or repo memory if present 2. Treat the folder name as the build target unless CMake target listing proves otherwise. 3. Preserve existing shader registrations and settings unless the user asks to replace them. 4. Rebuild only the smallest relevant targets: - `devkit` and `mcp_bridge` if inspection tooling changed or is missing - `{mod}` for the game addon 5. Re-link only the game folder artifacts needed for this session: - ReShade loader DLL if missing or known-good symlink target changed - `renodx-devkit.addon64` or `.addon32` - `renodx-{mod}.addon64` or `.addon32` 6. Point DevKit live shaders at the existing mod folder only if it is clean of dumped binaries and unrelated scratch files. 7. Keep concise build/runtime checks in the agent response or existing committed mod docs when setup knowledge changes.
## Start a fresh mod
1. Create `src/games/{mod}` by copying the relevant files from `src/games/generic`. 2. Keep the first scaffold minimal: - `addon.cpp` - `shared.h` - `metadata.json` - shader files only after a real target shader is proven 3. Update exported addon text in `addon.cpp`: - `NAME` should identify RenoDX for the game. - `DESCRIPTION` should identify the game-specific module. 4. Create `metadata.json` with the schema, `id`, `title`, `status`, optional `summary`/`tags`, and `deploy` fields such as `game_exe`, `api`, `steam_appid`, and `architecture`. 5. Let the top-level CMake auto-discover the mod through `addon.cpp`; do not edit global CMake just to add a game folder. 6. Build the new mod target before adding shader complexity. 7. Add shader registrations only after DevKit identifies stable target shader hashes.
## Local toolchain and build setup
Clang debug is the default path for mod development builds.
| Architecture | Configure preset | Development build preset | |---|---|---| | x64 | `clang-x64` | `clang-x64-debug` | | x86 | `clang-x86` | `clang-x86-debug` |
When working on mods, assume debug build artifacts. Use release presets only for explicit packaging/deploy requests, not normal development or DevKit iteration. Do not use `ninja-*`, `vs-*`, or ad-hoc build folders for real mod development; reserve them for workflow testing or explicit user requests.
1. Ensure repo-local shader tools exist in `bin` when DevKit decompilation or DXC isolation is needed: - `dxc.exe` - `dxcompiler.dll` - `cmd_Decompiler.exe` - optional SPIR-V tools 2. If tools are missing, run the repo setup script from the repo root with install/update intent. 3. Build these targets for live inspection: - `devkit` - `mcp_bridge` 4. Build the game target named `{mod}`. 5. If a build fails because the output `.addon64`/`.addon32` is locked, stop the game and rebuild; do not work around it by renaming random artifacts.
## Game-folder ReShade and addon links
Use symlinks for local development when possible; copy only when symlinks are unavailable or the user asks for deploy-like behavior.
1. Resolve the **game binary folder** from metadata when possible. Prefer `deploy.detection.default_install_paths`, then Steam `deploy.steam_appid` via local `appmanifest_{appid}.acf`, then locate `deploy.game_exe`/`process_name` under that root. Do not assume the Steam install root is the injection folder. 2. Check for existing loader/addon files: - ReShade loader DLL, usually `dxgi.dll` - `ReShade.ini` - `renodx-devkit.addon64`/`.addon32` - `renodx-{mod}.addon64`/`.addon32` 3. If a target exists and is not a symlink or known build artifact, report it as a conflict or backup candidate instead of deleting it. 4. Use `scripts/setup-reshade.ps1` against the game binary folder when ReShade search paths or baseline `ReShade.ini` need setup. 5. Link the DevKit addon from the active build output. 6. Link the game addon from the active build output. 7. Launch the game and confirm `ReShade.log` shows both addons loaded.
### If the game folder has no ReShade yet
First use `scripts/setup-dev-env.ps1 -Update` or `-Install` to populate repo-local `bin` with `ReShade32.dll` and `ReShade64.dll` when they are available from the machine's ReShade install. Then use `scripts/setup-reshade.ps1` against the resolved game binary folder before linking addons. If a mod folder already has metadata, prefer `scripts/setup-reshade.ps1 -Mod {mod}` so the script can infer the Steam install and loader defaults from `metadata.json`.
The script currently does useful development setup tasks:
- creates the loader DLL, default `dxgi.dll`, as a symlink to repo-local `bin\ReShade64.dll`/`bin\ReShade32.dll` when available, falling back to `%ProgramData%\ReShade`; - copies `%ProgramData%\ReShade\ReShade.ini` into the game folder when `ReShade.ini` is missing; - updates `EffectSearchPaths` and `TextureSearchPaths` in `ReShade.ini` for the game folder and common ReShade shader folders. - writes `[renodx-dev] ToolsPath` to the repo `bin` folder and `[renodx-dev] LivePath` to `src/games/{mod}` when `-Mod` resolves an existing mod folder, otherwise to the game folder's `renodx-dev\live` path. This avoids starting DevKit with no tools directory configured.
If setup reports that ReShade DLLs or `%ProgramData%\ReShade\ReShade.ini` are missing, install/configure ReShade first, rerun `scripts/setup-dev-env.ps1 -Update`, then rerun the game-folder setup. Do not fabricate a loader path.
Treat these as script limitations unless the user asks to change it:
- it defaults to `-Arch x64` and `-LoaderName dxgi.dll`; - it leaves an existing non-symlink `dxgi.dll` untouched and reports the conflict.
For a 32-bit game, call the script with `-Arch x86`. For a non-`dxgi.dll` loader or a game that needs `deploy.reshade_preferred_name`, pass `-LoaderName` explicitly and still report any existing non-symlink conflict.
Pass `-LivePath <path>` when the DevKit l
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setup-game-mod-dev: RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevK... 3.8K stars https://www.openagentskill.com/skills/clshortfuse-setup-game-mod-dev?ref=x
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secrets or environment access, filesystem or document access
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secrets or environment access, filesystem or document access
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secrets or environment access, filesystem or document access
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