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Game Recon

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rehan-remade
game-recon

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

Overview

Publisherrehan-remade
Repositoryuniversal-modder
Skill namegame-recon
Stars
3.4K
Forks
293
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by rehan-remade on GitHub. Read the source before you install it.

Installation

Install the Game Recon AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/rehan-remade/universal-modder/tree/main/.agents/skills/game-recon
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/rehan-remade/universal-modder.git /tmp/universal-modder
mkdir -p .claude/skills
cp -r /tmp/universal-modder/.agents/skills/game-recon .claude/skills/game-recon
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Recon in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Recon on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Recon is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game recon

Goal: in about five minutes, know what you're dealing with and which route to take. Write the answer down so every later step can rely on it.

0. Has another agent been here?

um kb search "<game>" (and the engine name). A field note in the shared knowledge base can hand you the working versions, the route, and the gotchas before you touch anything. See the share-field-notes skill.

1. Find it and fingerprint it

bash
um scan --list                 # Steam, Epic and Xbox installs (Windows, WSL, Linux, macOS)
um scan "<name or folder>"     # engine, version, exes (.NET?), anti-cheat, loaders, mod folders, saves, routes
um scan "<game>" --json        # the same, machine-readable

um lives at bin/um in the universal-modder repo (plugins and clones put it on PATH). Anywhere else: uv tool install git+https://github.com/rehan-remade/universal-modder.

um scan reads files only. It indexes the install (bounded), sniffs PE headers, the Unity/Godot/GameMaker headers and the Unreal version string, maps known games to their community loader, and points to the playbook to read: skills/mod-any-game/references/engines/<engine>.md.

The scan can't see everything, so check these by hand:

  • Game not in a store library (GOG, itch, a standalone folder): pass the folder path.
  • Several engines' signals: launchers and web helpers are common. The top score wins, but read the "also" line.
  • Anti-cheat installed elsewhere: kernel drivers (Vanguard's vgk.sys) and launcher-level protection don't live in the game folder. Search " anti-cheat".
  • Online-only or live-service games: treat them as protected even if nothing was detected.

2. Research the living community (always; versions move)

Search, in order:

  1. " modding" / " mod loader" / " modding wiki". The game's wiki often has a modding page.
  2. Nexus Mods (most popular mods show which frameworks they depend on), Thunderstore (Unity games: BepInEx packs), mod.io, the Steam Workshop (does the game have one? um scan shows installed Workshop content).
  3. GitHub: " mod", " modding api", " decompile", " sdk", " mod loader".
  4. Recent posts (X/Reddit/Discord announcements) for new frameworks. The loader might be days old.

Capture: the loader's name, repo, current version and install steps, the game versions it supports, a "hello world" example mod, and where logs go.

3. Decide

  • Can it be modded safely? Look at anti-cheat, online-only parts, the EULA or mod policy, and the ownership checks that loaders rely on (see skills/mod-any-game/references/safety.md). If not: say so, and offer what is possible (official tools, offline modes, a different game with the same idea).
  • Route: loader API > data/asset mod > managed patching > native hooks > reimplementation/mashup. Pick the first that reaches the user's idea.

4. Write MODDING_PLAN.md

markdown
# <Game> modding plan
- Install: <path> (<store> <appid>), version <x>
- Engine: <engine + version>, code: managed .NET / IL2CPP / native, 64-bit
- Anti-cheat / online: <none | what + verdict>
- Saves: <path>   Config: <path>   Logs: <path>
- Community route: <loader vX.Y (repo)>, install: <steps>, example mod: <link>
- Chosen route for "<idea>": <route> because <reason>
- Lab plan: backup <folders> (um backup), lab profile <how>, windowed <how>
- Unknowns to resolve first: <list>

Then continue with the mod-any-game loop (lab setup → source of truth → vertical slice).

Frequently asked questions

What does the Game Recon AI skill do?

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

Why use Game Recon on TypingMind?

Because you install it once and use it with any model. Game Recon is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Recon in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/rehan-remade/universal-modder/tree/main/.agents/skills/game-recon. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Game Recon?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Recon?

As many as you like. As long as a model supports skills, you can use Game Recon with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Recon AI skill free?

Yes. It is published on GitHub by rehan-remade under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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