Minecraft × GTA V (universal-modder example)
Minecraft visuals depth-composited into GTA V. A Fabric mod and a ScriptHookV + ReShade bridge swap camera, ground and events; Minecraft TNT, arrows and mobs b…
Includes the mashup-mods playbook for passthrough mods and the Minecraft × GTA V passthrough example that several other projects grew from.

Skills, tools and a shared knowledge base that let any AI coding agent mod almost any PC game you own.
Works with Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode, or anything that reads AGENTS.md.
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 fal, tests it in the running game, cuts the video, and writes down what it learned for the next agent.

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 rehan-remade/universal-modder, then /plugin install universal-modder@universal-modder |
| Codex | codex plugin marketplace add rehan-remade/universal-modder, then codex plugin add universal-modder@universal-modder |
| Gemini CLI | gemini extensions install https://github.com/rehan-remade/universal-modder |
| 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) |
| Skills only (any agent) | npx skills add https://github.com/rehan-remade/universal-modder |
| Anything else | git clone https://github.com/rehan-remade/universal-modder and start your agent inside it |
Inside a clone, each agent finds the skills where it looks for them: .agents/skills (Codex and friends), .claude/skills, .gemini/skills and .github/skills all link to 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 and .vscode/mcp.json.
The um CLI. Plugin installs and clones put it on PATH. Anywhere else:
uv tool install git+https://github.com/rehan-remade/universal-modder # or: pipx install git+...
For assets, get a fal API key. It powers both the fal MCP server and um fal:
export FAL_KEY=...
You also need Python 3.10+ and ffmpeg. uv is recommended. Blender is needed for 3D → sprite renders. Windows games are driven natively or from WSL.
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.
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:
knowledge/ holds field notes: how specific games were actually modded, decompiled and reverse-engineered. Each note gives:
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.
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. Contribution rules, for humans and AIs, are in CONTRIBUTING.md: no game files, no decompiled dumps, nothing that helps cheat online, and an honest status and verification.
Skills (skills/, Agent Skills format)
| Skill | What it does |
|---|---|
mod-any-game | The whole loop, hard safety rules, and 12 engine playbooks: 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 |
game-recon | Prior field notes, engine and version, managed or native, anti-cheat, loaders, save folders, community route → MODDING_PLAN.md |
reverse-engineering | ILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip |
fal-assets | Sprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video |
asset-pipeline | Art → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites |
game-automation | Launch, screenshot (GPU-safe), click/type safely, windowed mode, crash-reporter cleanup, in-game agent bridges |
showcase-video | Record the window with only the game's audio, pick moments, cut a styled video from an EDL |
mashup-mods | Game inside a game: content ports, passthrough mods (worked example: Minecraft × GTA V), decomps as libraries, reimplementations |
publish-mod | Lint, package per platform, credits, the post |
share-field-notes | Search the knowledge base, write your own note, open the PR |
The um CLI (Python). Every command has --help with examples.
um scan | Find Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes |
um fal | sprite, image, edit, rmbg, pixelate, upscale, texture, pbr, model3d, rig, sfx, music, voice, video, run, search, schema, price. Plain REST, with a manifest of every generation |
um sprite | cutout, fit, pixelate, palette, sheet, slice, frames, team-mask, seamless, preview |
um render3d | GLB → sprite frames from the game's camera (aoe2, iso8, trueiso, topdown, side, turntable) with Blender |
um win | shot, record (gfxcapture + process-loopback audio), drive (input that only reaches the game), ps, kill, launch, reg |
um video | contact sheets, compile (EDL → titled, beat-cut video with music), mux, beats, first-frame |
um backup | Snapshot, diff and restore save folders |
um publish check | Blocks shipping game files, decompiled code and leaked keys |
um kb | The knowledge base: search, show, new, check, index, sync, pr |
Two no-build Windows tools ship inside the package (um/ps1/): WinDrive input and ProcLoopback game-only audio, both PowerShell with embedded C#.

black-hole gun and an orbital strike.
at AoE2's camera angle.
.sld sprite writer.GTA V story mode.
WebSocket.
police.
Each has a field note with every non-obvious lesson: knowledge/INDEX.md.
write multiplayer cheats, or bypass anti-cheat, DRM or ownership checks.
converters.
PRs included.
Full reasoning: skills/mod-any-game/references/safety.md.
BepInEx, Harmony, UE4SS, REFramework, SKSE, ILSpy, Ghidra and every modding community that documented its game.
explained them in public.
MIT licensed. Fonts: Space Grotesk and JetBrains Mono (SIL OFL).
From the project's repository, fetched . Images load from GitHub.
No releases yet. Follow the project to hear when the first one comes out.
Did it work on your PC? A quick report tells other players which versions are safe to try.
Minecraft visuals depth-composited into GTA V. A Fabric mod and a ScriptHookV + ReShade bridge swap camera, ground and events; Minecraft TNT, arrows and mobs b…
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