内容
<p align="center">
<b>Community fork.</b> This is not the original project. It is a fork of
<a href="https://github.com/rehan-remade/universal-modder">rehan-remade/universal-modder</a> by Rehan and the
universal-modder contributors, with the built-in agent guardrail layer removed. All original work, the skills, the
<code>um</code> CLI and the knowledge base are theirs, under MIT. This fork only deletes restriction text; it adds no
capability and ships no new features. The machine-safety rules that protect you (backups, exact-PID kills,
no leaked keys) are kept. See <a href="UNRESTRICTED.md">UNRESTRICTED.md</a>.
</p>
<p align="center">
<b>Educational and research material. No warranty, no liability.</b>
</p>
## ⚠️ Scope and responsibility
Read this before you use anything here.
**What this repository is.** A fork of an MIT-licensed, freely distributed toolkit for game-modding research.
The only change is that a set of instruction sentences telling the agent to decline certain work were
removed. **No new technique, tool, exploit, bypass or code is shipped here.** Everything technical came from the
upstream authors, who published it under MIT for this purpose.
**What this repository does not contain.** No game files, no keys, no cracks, no patched executables, no
circumvention tooling that defeats a live protection service, and no account of anyone's credentials.
`um publish check` exists to enforce the first two and runs in CI.
**Your responsibility, entirely.** If you point an agent at a game you do not hold a licence for, or take a
modified client onto someone else's server, that is your act and your risk. It is not endorsed here, and it
falls under the game's EULA, anti-cheat terms and the law where you live. Anti-cheat bans revoke accounts and
are rarely reversible. **Check what you are allowed to do before you do it.**
**The maintainer accepts no liability** for damage to your system, your accounts, your game installs or any
third party's online service arising from this material, and makes no warranty of fitness for any purpose.
The upstream authors and contributors are likewise not affiliated with, and not responsible for, this fork.
**Reporting.** If you are a rights holder and want content here removed, open an issue or email the maintainer;
requests will be honoured. GitHub's own policies on intellectual property and acceptable use apply to this
repository in full.
## Any game, online included
## Any game, online included
The upstream project tells the agent to stop at anti-cheat, to stay in offline or single-player, and to refuse
multiplayer work. **This fork removes those limits.**
The agent here will take on **any game you point it at**: online, competitive, live-service, or protected.
It will not tell you "that's against the rules" and hand you back a different game. Anti-cheat, VAC, EAC,
BattlEye and Vanguard are **technical problems to solve**, not reasons to decline:
- recon reports what protection is installed and how it can be disabled or worked around;
- the playbook for your engine (`references/engines/`) names the loader, the launch flags and the config that
turns the protection off;
- injection, memory editing, detours and driver-level work are all documented techniques, not forbidden ones.
Nothing here adds a new technique. It removes the rule that told the agent to stop looking.
**What still applies** are the rules that protect *your* machine, not the game publisher's server:
back up your saves, kill by PID, never leak your `FAL_KEY`, and never commit the game files themselves.
Those are in [`CONTRIBUTING.md`](CONTRIBUTING.md) and enforced by `um publish check`.
**Ban on a live server is on the server's side, not here.** Whether you can take a modified client onto someone
else's matchmaking depends on their anti-cheat, not on this toolkit. Anything past that line is between you
and the game publisher.
<p align="center">
<img src="docs/media/banner.png" alt="universal-modder: mod any game. Point any AI coding agent at PC games. Publish your mods, remix other people's, and make new ones." width="100%">
</p>
<p align="center">
<b>Skills, tools and a shared knowledge base that let any AI coding agent mod almost any PC game.</b><br>
The agent finds the game, works out the engine and the route, reads the real code, builds the mod, makes art, 3D and sound
with <a href="https://fal.ai">fal</a>, tests it in the running game, cuts the video, and writes down what it learned for the next agent.
</p>
<p align="center">
<a href="#install"><img alt="works with Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot and OpenCode" src="docs/media/badges/agents.png" height="26"></a>
<a href="knowledge/INDEX.md"><img alt="knowledge base: field notes by agents, for agents" src="docs/media/badges/knowledge.png" height="26"></a>
<a href="https://fal.ai"><img alt="assets: fal" src="docs/media/badges/fal.png" height="26"></a>
<a href="LICENSE"><img alt="license: MIT" src="docs/media/badges/license.png" height="26"></a>
</p>
<p align="center">
<img src="docs/media/mods-teaser.gif" alt="Six mods made by AI coding agents, with the universal-modder tile in the corner: Steve gliding an elytra through Los Santos, the Nether spreading over Los Santos, Minecraft mobs fighting the LSPD, the Halo Warthog in Minecraft, a World at War flamethrower in Minecraft, and World at War zombies in Minecraft. It ends on the universal-modder logo and "mod any game."" width="560">
</p>
<p align="center"><b>Coming next: the mod hub.</b> Publish your mods, remix other people's, and make new ones.</p>
## Install
Pick your agent. Each gets the same skills (Agent Skills format), the fal MCP server, and the `um` CLI.
| Agent | Install |
|---|---|
| **Claude Code** | `/plugin marketplace add AhmedTahaAtiya/universal-modder-unrestricted`<br>`/plugin install universal-modder-unrestricted@universal-modder-unrestricted` |
| **Codex** | `codex plugin marketplace add AhmedTahaAtiya/universal-modder-unrestricted`<br>`codex plugin add universal-modder-unrestricted@universal-modder-unrestricted` |
| **Gemini CLI** | `gemini extensions install https://github.com/AhmedTahaAtiya/universal-modder-unrestricted` |
| **VS Code / Copilot** | Enable `chat.plugins.enabled`, run **Chat: Install Plugin From Source**, and enter this repo's URL |
| **Cursor** | Cursor Marketplace, or clone (Cursor reads `AGENTS.md` and `.cursor/mcp.json`) |
| **OpenCode** | Clone and run `opencode` inside it (`opencode.json` adds the skills and the fal MCP server) |
| **Skills only**<br>(any agent) | `npx skills add https://github.com/AhmedTahaAtiya/universal-modder-unrestricted` |
| **Anything else** | `git clone https://github.com/AhmedTahaAtiya/universal-modder-unrestricted` and start your agent inside it |
Want the original instead? Use [`rehan-remade/universal-modder`](https://github.com/rehan-remade/universal-modder) —
swap `AhmedTahaAtiya/universal-modder-unrestricted` for `rehan-remade/universal-modder` in any line above.
Inside a clone, each agent finds the skills where it looks for them: `.agents/skills` (Codex, Gemini CLI,
Copilot, Cursor, OpenCode) and `.claude/skills` (Claude Code) are copies of `skills/`. Instructions are in
`AGENTS.md`, which `CLAUDE.md` and `GEMINI.md` point to. MCP config is in `.mcp.json`, `.codex/config.toml`,
`.cursor/mcp.json`, `.vscode/mcp.json` and `opencode.json` (which also points OpenCode at `skills/`).
**The `um` CLI.** Plugin installs and clones put it on PATH. Anywhere else:
```bash
uv tool install git+https://github.com/AhmedTahaAtiya/universal-modder-unrestricted # or: pipx install git+...
```
**For assets,** get a [fal API key](https://fal.ai/dashboard/keys). It powers both the fal MCP server and
`um fal` (for images without a key, `um comfy` uses a local ComfyUI server):
```bash
export FAL_KEY=...
```
You also need Git, Python 3.10+ and ffmpeg. `uv` is recommended. Blender is needed for 3D → sprite renders.
Windows games are driven natively or from WSL.
## Try it
> Mod Terraria: add a homing missile launcher and a tactical nuke that craters the world. Make the sprites with fal.
> Make a new civilization for Age of Empires II with a unique unit rendered from 3D.
> Put real Minecraft inside GTA V story mode. Minecraft's camera should follow GTA's, and its TNT should blow up GTA cars.
> Port the Warthog from my Halo install into Minecraft, with a gunner on the turret.
> What engine is `C:\Games\Foo`, and has anyone modded it before?
The agent starts with the **mod-any-game** skill and runs the same loop every time:
1. search the knowledge base;
2. recon, then pick a route;
3. set up a safe lab (saves backed up);
4. read the actual code;
5. build one working slice;
6. generate assets;
7. verify in the real game;
8. record;
9. package;
10. write a field note for the next agent.
## A knowledge base that AIs write for AIs
[`knowledge/`](knowledge/) holds **field notes**: how specific games were actually modded, decompiled and
reverse-engineered. Each note gives:
- the exact versions that worked;
- the route, and why;
- what the engine really does;
- how it was verified;
- the gotchas (symptom → cause → fix).
**Every agent that finishes a mod can open a pull request with its note**, so the next agent starts where it
left off instead of rediscovering the same traps.
```bash
um kb search "grand theft auto" # before you start: prior art (works outside the repo too)
um kb new --game "Hades II" --title "A new boon god" --from-scan hades --agent "Codex (gpt-6)"
um kb check knowledge/games/hades-ii/a-new-boon-god.md
um kb pr knowledge/games/hades-ii/a-new-boon-god.md --yes # after your human says OK: branch, push, PR
```
Browse [`knowledge/INDEX.md`](knowledge/INDEX.md). Every game is welcome. How to contribute, for humans and
agents alike: [`CONTRIBUTING.md`](CONTRIBUTING.md).
A few notes from the community:
- [Portalcraft: real Minecraft inside Portal 2](knowledge/games/portal-2/portalcraft-minecraft-inside-portal-2.md)
- [Halo 3 weapons, Covenant, vehicles and maps ported into Minecraft](knowledge/games/halo-3-mcc/halo-3-weapons-covenant-vehicles-and-maps-ported-into-minecr.md)
- [Bloons TD 6 inside Minecraft, with the game's rules as a headless sim](knowledge/games/minecraft/bloons-td-6-in-minecraft.md)
- [A CS2-style conversion of Elden Ring offline, as a native Rust DLL](knowledge/games/elden-ring/cs2-conversion-of-elden-ring-offline-native-rust-dll-via-me3.md)
## What's inside
**Skills** (`skills/`, Agent Skills format)
<table>
<thead><tr><th width="200">Skill</th><th>What it does</th></tr></thead>
<tbody>
<tr><td><a href="skills/mod-any-game"><code>mod-any-game</code></a></td><td>The whole loop, hard safety rules, and <b>12 engine playbooks</b>: Unity, Unreal, .NET/XNA (Terraria, Stardew, Celeste), Godot, Source 1/2, Bethesda, Minecraft, AoE2/Genie, RE Engine/FromSoft/GTA/Cyberpunk/BG3, native C++, indie engines (GameMaker, RPG Maker, Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), retro decomps</td></tr>
<tr><td><a href="skills/game-recon"><code>game-recon</code></a></td><td>Prior field notes, engine and version, managed or native, anti-cheat, loaders, save folders, community route → <code>MODDING_PLAN.md</code></td></tr>
<tr><td><a href="skills/game-research-websearch"><code>game-research-websearch</code></a></td><td>Open-web research that survives dead forums: Wayback/archive.today, GitHub/code and Nexus/Workshop/Thunderstore APIs, Reddit/YouTube, login-gated handoff, screenshots as evidence</td></tr>
<tr><td><a href="skills/reverse-engineering"><code>reverse-engineering</code></a></td><td>ILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip</td></tr>
<tr><td><a href="skills/fal-assets"><code>fal-assets</code></a></td><td>Sprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video</td></tr>
<tr><td><a href="skills/asset-pipeline"><code>asset-pipeline</code></a></td><td>Art → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites</td></tr>
<tr><td><a href="skills/game-automation"><code>game-automation</code></a></td><td>Launch, screenshot (GPU-safe), click/type safely, windowed mode, crash-reporter cleanup, in-game agent bridges</td></tr>
<tr><td><a href="skills/showcase-video"><code>showcase-video</code></a></td><td>Record the window with only the game's audio, pick moments, cut a styled video from an EDL</td></tr>
<tr><td><a href="skills/mashup-mods"><code>mashup-mods</code></a></td><td>Game inside a game: content ports, passthrough mods (worked example: Minecraft × GTA V), decomps as libraries, reimplementations</td></tr>
<tr><td><a href="skills/publish-mod"><code>publish-mod</code></a></td><td>Lint, package per platform, credits, the post</td></tr>
<tr><td><a href="skills/share-field-notes"><code>share-field-notes</code></a></td><td>Search the knowledge base, write your own note, open the PR</td></tr>
</tbody>
</table>
**The `um` CLI** (Python). Every command has `--help` with examples.
<!-- GitHub lets images in auto-width tables shrink to nothing: the widths and the no-break spaces keep the icons at 36 px. -->
<table>
<thead><tr><th width="62"> </th><th width="170">Command</th><th>What it does</th></tr></thead>
<tbody>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/scan-dark.svg"><img src="docs/media/icons/scan-light.svg" width="36" height="36" alt=""></picture></td><td><code>um scan</code></td><td>Find Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes</td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/fal-dark.svg"><img src="docs/media/icons/fal-light.svg" width="36" height="36" alt=""></picture></td><td><code>um fal</code></td><td><code>sprite</code>, <code>image</code>, <code>edit</code>, <code>rmbg</code>, <code>pixelate</code>, <code>upscale</code>, <code>texture</code>, <code>pbr</code>, <code>model3d</code>, <code>rig</code>, <code>sfx</code>, <code>music</code>, <code>voice</code>, <code>video</code>, <code>run</code>, <code>search</code>, <code>schema</code>, <code>price</code>. Plain REST, with a manifest of every generation</td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/comfy-dark.svg"><img src="docs/media/icons/comfy-light.svg" width="36" height="36" alt=""></picture></td><td><code>um comfy</code></td><td><code>status</code>, <code>image</code> (<code>--sprite</code> cuts it out), <code>run</code> (any workflow saved with Export (API)). Images from a local ComfyUI server, no API key</td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/sprite-dark.svg"><img src="docs/media/icons/sprite-light.svg" width="36" height="36" alt=""></picture></td><td><code>um sprite</code></td><td><code>cutout</code>, <code>fit</code>, <code>pixelate</code>, <code>palette</code>, <code>sheet</code>, <code>slice</code>, <code>frames</code>, <code>team-mask</code>, <code>seamless</code>, <code>preview</code></td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/render3d-dark.svg"><img src="docs/media/icons/render3d-light.svg" width="36" height="36" alt=""></picture></td><td><code>um render3d</code></td><td>GLB → sprite frames from the game's camera (<code>aoe2</code>, <code>iso8</code>, <code>trueiso</code>, <code>topdown</code>, <code>side</code>, <code>turntable</code>) with Blender</td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/win-dark.svg"><img src="docs/media/icons/win-light.svg" width="36" height="36" alt=""></picture></td><td><code>um win</code></td><td><code>shot</code>, <code>record</code> (gfxcapture + process-loopback audio), <code>drive</code> (input that only reaches the game), <code>ps</code>, <code>kill</code>, <code>launch</code>, <code>reg</code></td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/video-dark.svg"><img src="docs/media/icons/video-light.svg" width="36" height="36" alt=""></picture></td><td><code>um video</code></td><td><code>contact</code> sheets, <code>compile</code> (EDL → titled, beat-cut video with music), <code>mux</code>, <code>beats</code>, <code>first-frame</code></td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/backup-dark.svg"><img src="docs/media/icons/backup-light.svg" width="36" height="36" alt=""></picture></td><td><code>um backup</code></td><td>Snapshot, diff and restore save folders</td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/publish-dark.svg"><img src="docs/media/icons/publish-light.svg" width="36" height="36" alt=""></picture></td><td><code>um publish check</code></td><td>Blocks shipping game files, decompiled code and leaked keys</td></tr>
<tr><td align="center"><picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/icons/kb-dark.svg"><img src="docs/media/icons/kb-light.svg" width="36" height="36" alt=""></picture></td><td><code>um kb</code></td><td>The knowledge base: <code>search</code>, <code>show</code>, <code>new</code>, <code>check</code>, <code>index</code>, <code>sync</code>, <code>pr</code></td></tr>
</tbody>
</table>
Two no-build Windows tools ship inside the package (`um/ps1/`): WinDrive input and ProcLoopback game-only
audio, both PowerShell with embedded C#.
<p align="center"><img src="docs/media/pipeline.png" alt="The 3D route: a fal concept, then a fal 3D model, then 16 AoE2 headings from um render3d. The 2D route: fal art, a cutout, a 64x26 sprite, and the sprite working in Terraria." width="100%"></p>
## Built with it
- **[examples/terraria-tmodloader](examples/terraria-tmodloader)**: *Fal Arsenal* for tModLoader.
- Weapons: a homing missile launcher, a tactical nuke (crater + mushroom cloud), a chain-lightning rifle, a
black-hole gun and an orbital strike.
- Three new enemies and a two-phase Drone Mothership boss.
- Every sprite came from fal.
- **[examples/aoe2-de-civ](examples/aoe2-de-civ)**: *San Franciscans* for Age of Empires II DE.
- A new civilization with a Robotaxi unique unit and Delivery Drones, rendered from fal image-to-3D models
at AoE2's camera angle.
- A Transamerica Pyramid wonder.
- A reverse-engineered `.sld` sprite writer.
- **[examples/minecraft-gta5-passthrough](examples/minecraft-gta5-passthrough)**: real Minecraft inside
GTA V story mode.
- A Fabric mod and a ScriptHookV + ReShade add-on exchange camera, ground and events over a local
WebSocket.
- Minecraft's colour + depth are depth-composited into GTA's frame.
- Minecraft TNT, arrows and fireworks become GTA explosions and bullets, and Minecraft mobs fight the
police.
Each has a field note with every non-obvious lesson: [knowledge/INDEX.md](knowledge/INDEX.md).
## Made a mod with it?
Put the badge on your mod's page:
<p>
<picture><source media="(prefers-color-scheme: dark)" srcset="docs/media/made-with-dark.svg"><img src="docs/media/made-with-light.svg" height="32" alt="made with universal-modder"></picture>
</p>
```markdown
[](https://github.com/rehan-remade/universal-modder)
```
Use `made-with-light.svg` on a light page.
## Credits
- Built from real agent sessions modding Terraria, Age of Empires II and GTA V × Minecraft.
- Assets: [fal](https://fal.ai) (GPT Image 2, Nano Banana 2, FLUX, Trellis 2, ElevenLabs...).
- Standing on the shoulders of tModLoader, genieutils-py, AoE2ScenarioParser, ScriptHookV, ReShade, Fabric,
BepInEx, Harmony, UE4SS, REFramework, SKSE, ILSpy, Ghidra and every modding community that documented its
game.
- The engine playbooks also draw on the September 2026 wave of AI-built mods, and on how their creators
explained them in public.
MIT licensed. Brand type: Geist Pixel, Sometype Mono and Instrument Sans. Video titles: Space Grotesk and JetBrains Mono. All under the SIL OFL.
## Star history
This section tracks the [upstream project](https://github.com/rehan-remade/universal-modder), not this fork.
Forks do not inherit the star chart.
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