Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.
Use publish-mod to run the pre-release lint on <mod folder> against <game install folder>. Summarize every FAIL and WARN with suggested next steps, and list missing README requirements or credits. Return a review for me to act on.
Required inputs
A finished mod folder; replace <mod folder> with its actual path. ./MyMod in the skill is a sample path.
Replace <game install folder> with the installed game's actual path.
Have the um CLI available.
Provide the supported game and loader versions and asset credits where known.
Previously published starter task based on a pinned source version; check the source and required inputs before running. Task evidence ↗
SKILL.md
name: publish-moddescription: Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.
Publish a mod
1. Lint
um publish check ./MyMod --game "<game install folder>"
FAIL: files byte-identical to game files, leaked keys (fal/Anthropic/OpenAI/GitHub/AWS), .env files.
WARN: decompiler fingerprints in source (FUN_/DAT_/sub_ names, "Decompiled with" headers), large
engine archives, absolute user paths, a missing README, fal assets without credit.
Fix every FAIL. Resolve each WARN deliberately. For example, AoE2 data mods do ship a modified .dat, which
is the platform's norm.
2. Package the way the platform expects
Platform / loader
Package
tModLoader
Build → .tmod; publish from the in-game Mod Sources menu (Steam Workshop)
BepInEx / Thunderstore
zip with manifest.json, icon.png (256×256), README.md, plugins/<Mod>.dll; dependency strings like BepInEx-BepInExPack-5.4.2100
Nexus Mods
zip laid out as it installs (Data/... for Bethesda, BepInEx/plugins/..., ue4ss/Mods/..., ~mods/*.pak)
AoE2 DE
the official mod site (ageofempires.com/mods) or the in-game uploader; data mods include resources/_common/dat/...
Steam Workshop
the game's own uploader or SDK tool
Minecraft
Modrinth / CurseForge jar with fabric.mod.json / neoforge.mods.toml
ROM hacks / GameMaker
patches only (BPS/IPS/xdelta), never the modified game file
What it adds: bullets, a GIF or the showcase video.
Requirements: game version, the loader and its version, dependencies.
Install, uninstall and troubleshooting (where the log is).
Compatibility: multiplayer? Known conflicts?
Credits:
the loader and libraries;
references you learned from;
"Art/audio generated with fal (fal.ai) using " (fal_manifest.jsonl lists them);
honest AI disclosure (which agent and model built it).
License for your code (MIT/Apache is common). Your assets' terms follow the models' licenses.
4. Version and changelog
Use semver in the manifest/build file, name the supported game version, and keep a changelog. When the game
updates, re-run the in-game test scene before bumping.
5. The post
Lead with the video: the showcase-video skill; 20-45 s, gameplay within 2-3 s.
Post text: the hook, what it is, the "how" credit (which agent + fal built it), a link.
If the video uses anyone else's footage, credit them by handle and ask first.
Publishing is always the user's call. Draft it, show them, and let them press the button.