# Knowledge base index _Generated by `um kb index` from the notes' front matter; don't edit by hand. Machine-readable: `index.json`._ ## Games (78 notes) | Game | Note | Engine | Route | Status | Agents | Date | |---|---|---|---|---|---|---| | Age of Empires II: Definitive Edition | [San Franciscans: a new civilization for Age of Empires II DE with units rendered from 3D](games/age-of-empires-ii-de/san-franciscans-civ.md) | genie | data | working | Claude Code (Opus 5.5) | 2026-09-29 | | Assassin's Creed + Assassin's Creed Unity, Assassin's Creed IV Black Flag, Assassin's Creed Rogue, Assassin's Creed 1 | [Community modding toolkit and prior art across the Assassin's Creed family (Anvil / AnvilNext)](games/assassin-s-creed/community-modding-toolkit-and-prior-art-across-the-assassin-.md) | native | native-hook | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Assassin's Creed IV Black Flag | [A visible, driven second character in AC4 single-player (co-op ghost avatar)](games/assassin-s-creed-iv-black-flag/coop-ghost-avatar.md) | native | native-hook | working | OpenCode (DeepSeek V4.1 Flash) | 2026-10-06 | | Assassin's Creed IV Black Flag | [Reading the player's world transform and body position in AC4 Black Flag (native x86 ASI)](games/assassin-s-creed-iv-black-flag/reading-the-player-s-world-transform-and-body-position-in-ac.md) | native | native-hook | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-06 | | Assassin's Creed Rogue | [AnvilNext internals for AC Rogue co-op: player transform, the debug-cheat system, and the set-transform path](games/assassin-s-creed-rogue/anvilnext-internals-for-ac-rogue-co-op-player-transform-the-.md) | native | native-hook | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Baldur's Gate 3 | [Act 2 never loads (hang at 50% or crash): one modded NPC on a bad level layer, found by bisecting a pak](games/baldur-s-gate-3/act-2-load-hang-one-bad-level-layer.md) | unknown | data | working | Claude Code (Opus 5), Claude Code (Opus 5.5) | 2026-10-04 | | Baldur's Gate 3 | [A generated wardrobe mod: 260 clothing mods sorted by race and body type into containers summoned by reusable scrolls](games/baldur-s-gate-3/clothing-sorter-generated-wardrobe-by-body-type.md) | unknown | data | working | Claude Code (Fable 5), Claude Code (Opus 4.8), Claude Code (Opus 5), Claude Code (Opus 5.5) | 2026-10-04 | | Baldur's Gate 3 | [Custom outfits from cloned mod and vanilla meshes: visuals, materials, body masks, cloth, LODs, icons and the Blender GR2 round trip](games/baldur-s-gate-3/custom-outfits-visuals-materials-cloth-icons.md) | unknown | asset-only | working | Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5) | 2026-10-04 | | Baldur's Gate 3 | [Gameplay and compatibility patches in stats and Osiris: level-gated armour tiers, Extra Attack on a modded cantrip, crit immunity, stacking damage reduction, feats from items, removing equipment glow, a class vs starting-equipment fix](games/baldur-s-gate-3/gameplay-and-compatibility-patches-stats-osiris.md) | unknown | data | working | Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5) | 2026-10-04 | | Baldur's Gate 3 | [Running a 500+ mod load order by hand: modsettings.lsx rules, recovering a wiped order from a save, mod.io re-subscribes, game-folder files and conflict diagnosis](games/baldur-s-gate-3/managing-a-500-mod-load-order-by-hand.md) | unknown | other | working | Claude Code (Fable 5), Claude Code (Opus 4.8), Claude Code (Opus 5), Claude Code (Opus 5.5) | 2026-10-04 | | Baldur's Gate 3 | [Weapons: porting a Skyrim dagger and scabbard, fixing a modded sword's sheath height with a Dummy_Sheath bone, and visible stowed shields for modded shields](games/baldur-s-gate-3/weapons-skyrim-dagger-port-sheath-bone-visible-shields.md) | unknown | asset-only | working | Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5) | 2026-10-05 | | Battlefield 4 + Battlefield 3 (same tooling, BF3 bundle magic), other Frostbite 3 titles | [Reading Frostbite 3 data: .toc/.sb/.cas archives, .cat catalog and .ebx binary XML (Battlefield 4)](games/battlefield-4/frostbite-3-archive-and-ebx-formats.md) | frostbite | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Black Myth: Wukong + Minecraft Java Edition | [Black Myth: Wukong, Unreal 5.0: injection works, ReShade render depth does not](games/black-myth-wukong/reshade-depth-dead-end.md) | unreal | passthrough | in-progress | DeepSeek Harness (deepseek-flash) | 2026-10-01 | | Borderlands 2 + Borderlands 3 | [BL3 weapons and movement in Borderlands 2 (Willow2 SDK mods)](games/borderlands-2/bl3-weapons-and-movement-in-borderlands-2-willow2-sdk-mods.md) | unreal | loader-api | working | Claude Code (Opus 5.5) | 2026-10-04 | | Cities: Skylines + Cities: Skylines II | [Cities: Skylines 1 and 2 modding: official APIs, editors, and the .crp/.locale containers](games/cities-skylines/cities-skylines-modding-api-and-container-formats.md) | unity-mono | loader-api | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Darkest Dungeon | [A seeded randomizer (trinkets, heroes, monsters, curios, quirks, quests) as a Darkest Dungeon data mod](games/darkest-dungeon/data-mod-randomizer.md) | unknown | data | working | Claude Code (Opus 5.5) | 2026-10-03 | | Detroit: Become Human | [Detroit: Become Human: SEGS/DATA_CONTAINER editing (mesh, animation, cloth) in Blender](games/detroit-become-human/segs-data-container-mesh-animation-and-cloth-in-blender.md) | native | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-07 | | Dragon's Dogma 2 | [Blink Strike teleports behind the target (REFramework Lua skill rework)](games/dragon-s-dogma-2/blink-strike-teleports-behind-the-target-reframework-lua-ski.md) | re-engine | loader-api | released | Claude Code (Opus 5.5) | 2026-10-03 | | Dragon's Dogma 2 | [Dimension Door: aimed teleport spell with a scripted arrival camera (REFramework Lua)](games/dragon-s-dogma-2/dimension-door-aimed-teleport-spell-with-a-scripted-arrival-.md) | re-engine | loader-api | released | Claude Code (Opus 5.5) | 2026-10-05 | | Elden Ring + Counter-Strike 2 | [CS2 conversion of Elden Ring offline: native Rust DLL via me3 (fall death, spirit springs, 3D inspect, params)](games/elden-ring/cs2-conversion-of-elden-ring-offline-native-rust-dll-via-me3.md) | fromsoft | native-hook | working | Claude Code (Opus 5.5) | 2026-10-03 | | Far Cry 6 + Far Cry 5, Far Cry New Dawn, Far Cry 4, Watch Dogs (Disrupt, shared formats) | [Far Cry 6 — Dunia engine modding and the SWF/FEU UI format](games/far-cry-6/dunia-engine-modding-and-swf-format.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Forza Horizon 5 + Forza Horizon 4, Forza Horizon 3, Forza Motorsport 7, Forza Motorsport (2023), Forza Motorsport 6: Apex | [ForzaTech car assets: .carbin/.modelbin/.vfont, .ca2 archives and the GameDB.slt crypto](games/forza-horizon-5/forzatech-carbin-modelbin-and-gamedb.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | FPV LOGIC + Minecraft Java Edition | [FPV LOGIC drones (flight model, RC radio and 3D models) ported into Minecraft 26.3 (Fabric)](games/fpv-logic/fpv-logic-drones-flight-model-rc-radio-and-3d-models-in-minecraft.md) | unreal | reimplementation | working | Claude Code (Opus 5.5) | 2026-10-06 | | Grand Theft Auto V + Minecraft Java Edition | [Minecraft inside GTA V (passthrough mod)](games/gta-v/minecraft-passthrough.md) | rage | passthrough | working | Claude Code (Opus 5.5) | 2026-09-30 | | half life | [Minecraft Steve player, weapons and hotbar HUD in GoldSrc (Halflife Updated)](games/half-life/minecraft-steve-player-weapons-and-hotbar-hud-in-goldsrc-hal.md) | unknown | other | in-progress | OpenCode | 2026-10-05 | | Half Sword | [Super Hammer: a 1-coin merchant item that hits 9.9x harder, via UE4SS Lua](games/half-sword/super-hammer-ue4ss.md) | unreal | loader-api | working | Claude Code (Opus 5.5) | 2026-10-03 | | Half-Life + Minecraft Java Edition | [Half-Life 1's weapons and monsters as a Minecraft Fabric mod, from a GoldSrc model converter](games/half-life/half-life-1-weapons-and-monsters-in-minecraft.md) | unknown | loader-api | working | Claude Code (Sonnet 5.5) | 2026-10-05 | | Halo 3 (MCC) + Minecraft Java Edition | [Halo 3 weapons, Covenant, vehicles and maps ported into Minecraft from your own MCC install](games/halo-3-mcc/halo-3-weapons-covenant-vehicles-and-maps-ported-into-minecr.md) | native | loader-api | working | Claude Code (Opus 5.5) | 2026-10-03 | | Left 4 Dead + Minecraft Java Edition | [Left 4 Dead's common infected (19 looks) and Tank as animated Minecraft mobs](games/left-4-dead/left-4-dead-infected-and-tank-in-minecraft.md) | source | loader-api | working | Claude Code (Sonnet 5.5) | 2026-10-05 | | Mewgenics | [Combat Roster Panel: a native ImGui party panel for Mewgenics, drawn with the game's own art, fonts and text](games/mewgenics/combat-roster-panel.md) | unknown | native-hook | released | Claude Code (Opus 5.5) | 2026-10-05 | | Minecraft | [NeoForge 1.21.1 custom dimension and tool tier](games/minecraft/neoforge-1-21-1-custom-dimension-and-tool-tier.md) | java | loader-api | working | Claude Code (claude-opus-5-5) | 2026-10-03 | | Minecraft + Bloons TD 6 | [Bloons TD 6 inside Minecraft: the guest's rules as a headless 2D sim, Minecraft as the view](games/minecraft/bloons-td-6-in-minecraft.md) | java | reimplementation | working | Claude Code (Opus 5.5) | 2026-10-04 | | Minecraft + Half-Life 2 Demo | [Half-Life 2 guns in Minecraft (passthrough, HL2 Demo under Wine on macOS)](games/minecraft/half-life-2-guns-in-minecraft-passthrough-hl2-demo-under-win.md) | java | passthrough | working | Claude Code (Claude Opus 5.5) | 2026-10-05 | | Minecraft + Resident Evil 2 | [Resident Evil 2's live picture composited into Minecraft with depth](games/minecraft/resident-evil-2-s-live-picture-composited-into-minecraft-wit.md) | java | passthrough | working | OpenCode (mimo-v2.6-flash) | 2026-10-06 | | Minecraft | [Ruby Rush: 220-talent Forge 1.20.1 mod - GUI, vein miner, bytecode-derived icon UVs](games/minecraft/ruby-rush-220-talent-forge-1-20-1-mod-gui-vein-miner-bytecod.md) | java | loader-api | working | OpenCode (mimo-v2.6-flash-free) | 2026-10-06 | | Minecraft | [Kindred: Local LLM AI companion with Ollama, bounded inference, autonomy, and memory](games/minecraft/kindred-local-llm-ai-companion-fabric.md) | java | loader-api | working | Claude Code (Sonnet 5) | 2026-10-07 | | Naruto Shippuden: Ultimate Ninja Storm 4 + JoJo's Bizarre Adventure: All-Star Battle R | [Porting ASBR characters into Storm 4: both games' CPK payloads are encrypted](games/naruto-shippuden-ultimate-ninja-storm-4/porting-asbr-characters-into-storm-4-both-games-cpk-payloads.md) | native | other | abandoned | Claude Code (Opus 5.5) | 2026-10-04 | | Naruto Shippuden: Ultimate Ninja Storm 4 | [Naruto Storm 4: free-for-all for 4-6 teams with native UI, by controlling the duel's side/role lookups](games/naruto-shippuden-ultimate-ninja-storm-4/free-for-all-4-6-teams-native-ui.md) | native | native-hook | working | Claude Code (claude-fable-5-1), Claude Code (Opus 5.5) | 2026-10-05 | | Need for Speed: Most Wanted (2005) + Need for Speed: Carbon, Need for Speed: ProStreet, Need for Speed: Undercover | [EA Black Box AEMS sound banks: the .abk container and .bnk sample banks (ABKTool + SX.EXE)](games/need-for-speed-most-wanted-2005/aems-abk-bnk-audio-banks.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Need for Speed: Shift 2 Unleashed + Need for Speed: Shift, Project CARS 1/2, Test Drive: Ferrari Racing Legends | [Reading Chameleon engine meshes: .meb/.imb and .vhf (.bml/.sgb/.sgx) from NFS Shift 2](games/need-for-speed-shift-2/chameleon-mesh-formats-meb-vhf.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | No Man's Sky | [No Man's Sky: PSAR/HGPAK archives, the MBIN binary format, and loose-file modding](games/no-mans-sky/hello-games-psar-pak-mbin-formats.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Portal 2 + Minecraft Java Edition | [Portalcraft: real Minecraft inside Portal 2 (passthrough mod)](games/portal-2/portalcraft-minecraft-inside-portal-2.md) | source | passthrough | working | Claude Code (Opus 5.5) | 2026-10-05 | | Project Zomboid | [A Build 41 Project Russia modpack: three small fix mods and a modded Linux dedicated server](games/project-zomboid/b41-modpack-fix-mods-and-linux-dedicated-server.md) | java | loader-api | working | Claude Code (Opus 4.7), Claude Code (Opus 4.8), Claude Code (Opus 5.5) | 2026-10-04 | | Project Zomboid | [A 130-mod Build 42.20 modlist: the preset file, version folders and "World loading could not proceed"](games/project-zomboid/b42-20-modlist-preset-and-world-load-errors.md) | java | loader-api | working | Claude Code (Opus 5), Claude Code (Opus 5.5) | 2026-10-04 | | Risk of Rain 2 + Helldivers 2 | [Helldiver survivor: custom skills, stratagems, Helldivers 2 models on the Commando rig, config, lab bridge and benchmark](games/risk-of-rain-2/helldiver-survivor.md) | unity-mono | loader-api | working | Claude Code (Claude Opus 4.x, Sonnet and Opus 5.5 across sessions) | 2026-10-04 | | Risk of Rain 2 + Batman: Arkham Knight | [Arkham Knight Batman as a Risk of Rain 2 survivor: UE3 model and animations ported with umodel, Blender and a Unity AssetBundle](games/risk-of-rain-2/arkham-knight-batman-survivor.md) | unity-mono | loader-api | working | Claude Code (Opus 5.5) | 2026-10-05 | | Schedule I | [QoL suite and stack limits on the Schedule I 0.4.7 IL2CPP beta with MelonLoader](games/schedule-i/qol-suite-and-stack-limits-on-the-schedule-i-0-4-7-il2cpp-be.md) | unity-il2cpp | managed-patch | working | Claude Code (Opus 5.5) | 2026-10-05 | | Starfield | [Starfield animation (.af/.rig) and physics (Havok 2019.02)](games/starfield/starfield-animation-af-rig-and-havok-physics.md) | creation | asset-only | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Terraria | [An RL agent that beats the Eye of Cthulhu: decompiled boss AI to a simulator, then back into the real game](games/terraria/eye-of-cthulhu-rl-agent.md) | xna-fna | loader-api | working | Claude Code (Opus 5.5) | 2026-09-28 | | Terraria | [Fal Arsenal: missiles, a tactical nuke, new enemies and a boss for Terraria](games/terraria/fal-arsenal-tmodloader.md) | xna-fna | loader-api | working | Claude Code (Opus 5.5) | 2026-09-28 | | Test Drive Unlimited | [OpenTDU — decompilation-based source port of Test Drive Unlimited (MC 1.66A)](games/test-drive-unlimited/opentdu-source-port-and-tdu1-file-formats.md) | unknown | reimplementation | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Test Drive Unlimited + Test Drive Unlimited 2 | [TDU savegame encryption (tdudec XTEA) and the CarVST/XMBF audio-config container](games/test-drive-unlimited/savegame-and-config-formats.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Test Drive Unlimited 2 | [Playing Test Drive Unlimited 2 online with Project Paradise 2 (server, NAT, migration, driver regressions)](games/test-drive-unlimited-2/playing-tdu2-online-with-project-paradise-2.md) | unknown | passthrough | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Test Drive Unlimited 2 | [Running Test Drive Unlimited 2 on modern Linux: NULL-pointer crash fix + D3D9→D3D11 rendering](games/test-drive-unlimited-2/running-tdu2-on-modern-linux.md) | unknown | native-hook | working | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Test Drive Unlimited 2 | [TDU2 model and texture formats: .3DG/.3DD geometry, .2DM materials, .2DB textures](games/test-drive-unlimited-2/tdu2-model-and-texture-formats.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Test Drive Unlimited 2 | [TDU2 savegame layout and gauge bank (.bnk / HudGaugeBank) format](games/test-drive-unlimited-2/tdu2-savegame-and-gauge-formats.md) | unknown | native-hook | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Test Drive Unlimited 2 | [TDU2 vehicle physics: the Havok 5.5.0 packfile format inside .bnk containers](games/test-drive-unlimited-2/reading-tdu2-vehicle-physics-havok-packfiles.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-06 | | Test Drive Unlimited 2 | [TDU2 archives and containers: .BIG bigfiles, KNAB .bnk banks, XMBF indexes](games/test-drive-unlimited-2/tdu2-archive-and-container-formats.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-06 | | Test Drive Unlimited 2 | [TDU2's .vmf Flash UI format: header, tag records and AVM1 bytecode](games/test-drive-unlimited-2/tdu2-vmf-flash-ui-format.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-06 | | The Witcher 3 | [The Witcher 3 Remastered: .bundle container and CR2W, decoded](games/the-witcher-3/the-witcher-3-remastered-bundle-container-and-cr2w-decoded.md) | redengine | data | in-progress | Commander (DeepSeek V4.1 Flash) | 2026-10-06 | | TrackMania 2 Canyon + TrackMania 2 Stadium, ShootMania Storm, ManiaPlanet | [TrackMania 2 custom content: where it lives, and how a skin/model pack is assembled](games/trackmania-2/maniaplanet-content-locations-and-custom-pack-layout.md) | unknown | data | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Underrail | [BG3-style controller support for Underrail: stick movement, context interaction, menus, bars and combat via a Cecil-patched input layer](games/underrail/bg3-style-controller-support.md) | xna-fna | managed-patch | working | Claude Code (claude-opus-5-5) | 2026-10-04 | | Valheim | [Frostner into Mjolnir: the vanilla Frostner reworked into a returning thunder hammer](games/valheim/mjolnir-frostner-rework.md) | unity-mono | managed-patch | working | opencode (deepseek) | 2026-10-05 | | Victoria 2 | [South Central 1985: a Victoria 2 total conversion into an LA gang-territory game](games/victoria-2/south-central-gang-total-conversion.md) | clausewitz | data | working | Claude Code (Opus 5.5) | 2026-10-03 | | Watch Dogs | [Watch Dogs (Disrupt/Shadow engine): structure, build identity and native patching](games/watch-dogs/engine-fundamentals-and-native-patching.md) | unknown | native-hook | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Watch Dogs | [Watch Dogs Shadow Engine: practical modding findings (shadows, vehicles, world, Lua)](games/watch-dogs/shadow-engine-modding-findings.md) | unknown | native-hook | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-05 | | Watch Dogs | [Watch Dogs 1: editing .feu/.gfx UI components and rebuilding entitylibrary_rt.fcb](games/watch-dogs/editing-feu-gfx-ui-and-entitylibrary-fcb.md) | unknown | asset-only | in-progress | OpenCode (DeepSeek V4.1 Flash) | 2026-10-06 | | Watch Dogs | [Watch Dogs 1: compiling and delivering the shader pack (shadersobj)](games/watch-dogs/shader-pack-compilation-and-delivery.md) | unknown | passthrough | working | OpenCode (DeepSeek V4.1 Flash) | 2026-10-06 | | World of Warcraft | [Writing and fixing 3.3.5a addons: Lua 5.1 gaps, protected calls, the guild bank, macros and a test harness](games/world-of-warcraft/addon-development-335a.md) | native | loader-api | working | Claude Code (Opus 5.5) | 2026-10-02 | | World of Warcraft | [Hunting 3.3.5a client crashes in texture packs: BLP size and format limits, MPQ priority and safe patch building](games/world-of-warcraft/client-texture-crashes-and-mpq.md) | native | data | working | Claude Code (Opus 5.5) | 2026-10-02 | | World of Warcraft | [Retail faces, hairstyles and hair colours on the 3.3.5a HD human: CharSections, skin-section and compositor rules](games/world-of-warcraft/hd-character-customization.md) | native | data | working | Claude Code (Opus 5.5) | 2026-10-02 | | World of Warcraft | [Retail item physics and cape motion on the 3.3.5a client: a Box2D-style solver driven by retail PHYS data](games/world-of-warcraft/item-physics-and-capes.md) | native | native-hook | working | Claude Code (Opus 5.5) | 2026-10-02 | | World of Warcraft | [Retail armour models on the 3.3.5a client: M2 multi-texture effects, BLP limits and the material-index trap](games/world-of-warcraft/retail-armour-on-the-335a-client.md) | native | asset-only | working | Claude Code (Opus 5.5) | 2026-10-02 | | World of Warcraft | [Custom AzerothCore modules for a solo-with-bots WotLK server: offline gathering, auction payout and restock, mail and progression fixes](games/world-of-warcraft/azerothcore-custom-modules.md) | native | loader-api | working | Claude Code (Opus 5.5) | 2026-10-04 | | World of Warcraft | [Running a self-hosted AzerothCore WotLK server with 1,500 playerbots: setup, performance and the traps](games/world-of-warcraft/azerothcore-playerbots-server-ops.md) | native | other | working | Claude Code (Opus 5.5) | 2026-10-04 | | World of Warcraft | [Blackwing Lair trash pulled through the floor: a Searing Totem and the hit-sphere line-of-sight leak in AzerothCore](games/world-of-warcraft/bwl-pulled-through-the-floor-hit-sphere-los.md) | native | other | in-progress | Claude Code (Opus 5.5) | 2026-10-04 | | World of Warcraft | [Per-item skinned armour on the 3.3.5a client: a proxy-DLL engine extension (add-on models, body texture layers, tabards)](games/world-of-warcraft/per-item-skinned-addons-dll.md) | native | native-hook | working | Claude Code (Opus 5.5) | 2026-10-04 | | World of Warcraft | [Teaching AzerothCore playerbots to raid: kill order from raid marks, boss positioning, lockouts and the strategy-reset traps](games/world-of-warcraft/playerbots-raid-tactics.md) | native | other | working | Claude Code (Opus 5.5) | 2026-10-04 | ## Techniques (50 notes) - [A force-quit PC game relaunch wedges as an unkillable zombie (Steam/Ubisoft)](techniques/a-force-quit-pc-game-relaunch-wedges-as-an-unkillable-zombie.md) · windows, steam, ubisoft, launch, wedge, d3d11, relaunch, agent-workflow - [A rebuilt guest engine inside a real host: in-process DLL, worker processes, transplants and oracles](techniques/rebuilt-guest-engine-inside-a-host.md) · mashup, reimplementation, skate, worker-process, ffi, c-api, shared-memory, coordinate-mapping, input-normalization, oracle, transplant, recovery - [Adobe SWF and Ubisoft FEU (Flash Export Unit) format](techniques/dunia-swf-file-format.md) · swf, feu, flash, dunia, disrupt, ui, file-format - [Analysing PS3 ELF/PRX binaries in Ghidra: TOC/r2, NID and syscall resolution](techniques/ps3-elf-analysis-in-ghidra.md) · ps3, ps3elf, prx, ghidra, powerpc, big-endian, cell, fNID, syscall, relocations, decompilation, console - [ASUS AURA USB protocol: opcodes, zone table and the unresolved TUF X570 4-pin header](techniques/asus-aura-usb-protocol.md) · asus, aura, openrgb, usb-hid, rgb, tuf-x570, reverse-engineering, opcodes - [Bethesda ESL light masters and plugin↔archive load pairing (the CC-merge route)](techniques/bethesda-esl-light-masters-and-plugin-archive-pairing.md) · bethesda, fallout4, starfield, skyrim, esl, light-master, ba2, plugins-txt, load-order, creation-club, cc-packer, creation-engine - [Bethesda ESM/ESP/ESL plugin record format: header, GRUP, record header, FormID slots, STRINGS](techniques/bethesda-plugin-record-format-esm-esp-esl.md) · bethesda, plugin, esm, esp, esl, creation-engine, gamebryo, formid, records, xedit, strings, localization - [Bridge contracts for two-game mods: ownership, units, transport and lifecycle](techniques/bridge-contracts-ownership-units-and-lifecycle.md) · mashup, passthrough, shared-memory, seqlock, ring-buffer, endianness, coordinate-mapping, authority, lifecycle, restart, protocol-versioning - [Checking Steam Workshop mods against a game version: the public API, page scraping limits, and what evidence to trust](techniques/checking-steam-workshop-mods-against-a-game-version.md) · steam-workshop, modlist, compatibility, steam-web-api, scraping, rate-limits, triage - [Choosing a mashup route: seven ways to put a game inside a game](techniques/choosing-a-mashup-route.md) · mashup, passthrough, route-selection, frame-compositing, geometry-transfer, shared-simulation, reimplementation, asset-conversion, subsystem-transplant, ownership - [Collision and combat across two games: representations, directions and proxies](techniques/collision-and-combat-bridging.md) · mashup, passthrough, collision, havok, bsp, voxel-proxy, streaming, combat, damage-mapping, proxies, vehicles, recovery - [D3D12 frame readback: buffers only](techniques/d3d12-frame-readback-buffers-only.md) · d3d12, capture, readback, frame-grab, warp, seqlock - [Decompiling DXBC / DX9BC shader bytecode to HLSL with 3Dmigoto's HLSLDecompiler](techniques/dxbc-dx9bc-shader-decompilation-with-3dmigoto.md) · shader, dxbc, hlsl, decompilation, 3dmigoto, renderdoc, graphics-re - [Disrupt archives and FCB/Nomad resource containers (Watch Dogs 1/2/Legion)](techniques/disrupt-archives-and-fcb-resource-containers.md) · disrupt, watch-dogs, archive, fat, bigfile, fcb, nomad, entity-library, lz4lw, hashing, compression - [Disrupt engine cross-game toolchain: picking tools for WD1, WD2 and Legion](techniques/disrupt-engine-cross-game-toolchain-picking-tools-for-wd1-wd.md) · disrupt, dunia, watch-dogs, far-cry, archives, reverse-engineering, toolchain, ubisoft - [Disrupt engine shader and model modding (Watch Dogs 1/2/Legion)](techniques/disrupt-engine-shader-and-model-modding.md) · disrupt, ubisoft, watch-dogs, shaders, dx11, d3d12, raytracing, models, xbg, material - [Disrupt material (.material.bin) and texture (.xbt) formats](techniques/disrupt-material-bin-and-xbt-textures.md) · disrupt, watch-dogs, material, shader, texture, xbt, dds, crc32, hashing - [Disrupt XBG/GLM mesh format (Watch Dogs 1/2/Legion)](techniques/disrupt-xbg-glm-mesh-format.md) · disrupt, watch-dogs, mesh, xbg, glm, geometry, vertex-format, hashing, dunia2 - [Disrupt-engine HKX collision: old packfile vs TAG0, and how a community Blender add-on reads and injects it](techniques/reading-and-injecting-disrupt-engine-hkx-collision.md) · havok, hkx, disrupt, watch-dogs, tag0, packfile, collision, blender, injection - [Driving real games safely: input, focus and the human at the keyboard](techniques/driving-real-games-safely.md) · automation, input, sendinput, focus, windowed-mode, crash-reporter, safety, online-guard, dpi-scaling - [Editor-free assets for Mount & Blade II: Bannerlord: writing .tpac packages, skeletons and animation clips offline](techniques/editor-free-bannerlord-assets.md) · bannerlord, tpac, rdc, runtimedatacache, packing, load-time, hang, ik, skeleton, ragdoll, animation, clip, action-set, project-mbproj, bone-limit, hit-capsule, minidump, asset-pipeline, total-conversion, custom-race, quadruped - [Engine recreation for mashups: what each rebuild measures, and what fidelity includes](techniques/engine-recreation-measures-and-fidelity.md) · mashup, engine-recreation, reimplementation, static-recompilation, decompilation, fidelity, parity, scripts, benchmarks, sdk - [Evidence levels: reports, source reading, proposals and real runs](techniques/evidence-levels-for-mashup-claims.md) · verification, evidence, field-notes, honesty, attribution, lineage, tests, mashup - [Exporting models to TrackMania Forever (TMF) with the Blender .3ds exporter](techniques/trackmania-forever-3ds-model-export-in-blender.md) · 3ds, blender, trackmania, trackmania-forever, tmf, model-export, uv, vertex-colors - [Frame compositing: depth, pose sync, lighting and stale frames](techniques/frame-compositing-depth-and-pose-sync.md) · mashup, passthrough, frame-compositing, depth-compositing, reshade-addon, reprojection, camera-sync, msaa, readback, seqlock, diagnostics - [Frostbite bundle/chunk/EBX asset pipeline and the EALayer3 audio codec](techniques/frostbite-bundle-chunk-ebx-and-ealayer3.md) · frostbite, bundle, chunk, ebx, ealayer3, mirrors-edge, battlefield, star-wars-battlefront, nfs, audio, asset-pipeline, file-format - [GameMaker YYC vs VM: check the code chunks before trusting the UndertaleModTool route](techniques/gamemaker-yyc-vs-vm-check-the-code-chunks-before-trusting-th.md) · gamemaker, yyc, data.win, undertalemodtool, scan, detection, chunk-table - [Geometry transfer: the host draws the guest's meshes](techniques/geometry-transfer-host-draws-guest-meshes.md) · mashup, passthrough, geometry-transfer, mesh-export, texture-atlas, render-state, depth, lighting, digging, emulator - [Havok HKX: the chunked packfile family across game generations (and when you need the SDK)](techniques/havok-hkx-chunked-packfile-family.md) · havok, hkx, packfile, chunked, watch-dogs, starfield, fallout4, skyrim, tdu2, serialization, hkCompatFormats - [Installers, load order and loaded-code checks for multi-part mods](techniques/installers-load-order-and-loaded-code-checks.md) · installer, uninstall, backup, load-order, asi-loader, dll-proxy, steam-drm, fingerprint, hash-pinning, dependencies, mod-coexistence - [Loading Pre-Sequel assets in Borderlands 2: header-only package surgery, mesh conversion and what still fails](techniques/loading-pre-sequel-assets-in-borderlands-2.md) · ue3, unreal3, gearbox, borderlands, borderlands-tps, upk, package, staticmesh, shaders, tfc, porting, pyunrealsdk - [Madness/Chameleon binary containers: .bml (binary XML) and .sgb/.sgx (track scenes)](techniques/madness-chameleon-binary-containers-bml-sgb.md) · madness-engine, chameleon, nfs-shift, project-cars, bml, sgb, sgx, binary-xml, reflection, scene-graph, 3ds-max - [Nintendo Wii U / 3DS / Switch archive, texture and model formats (Yaz0, SARC, GTX, CMB/CSAB, BWAV/BAR)](techniques/nintendo-wiiu-3ds-switch-archive-texture-model-formats.md) · zelda, nintendo, yaz0, sarc, gtx, cmb, csab, bwav, bars, wiiu, 3ds, switch, big-endian, archive, texture, file-format - [Oracles: how an agent knows a mod actually works](techniques/oracles-how-agents-know-a-mod-works.md) · verification, testing, trace-replay, round-trip, screenshots, measurement, circuit-breaker, stale-capture - [Publishing reverse-engineering research: what to scrub, what to keep, and how to know you are clean](techniques/publishing-reverse-engineering-research-what-to-scrub-what-t.md) · publishing, sanitization, secrets, license-keys, local-paths, documentation, attribution, docusaurus, grep - [QuickBMS on Linux: the XMemDecompress/LZX buffer-reuse bug and three local patches](techniques/quickbms-linux-xmemdecompress-lzx-fork.md) · quickbms, lzx, xmemdecompress, xbox360, myalloc, buffer-reuse, openssl3, mingw, nfs-shift, bff, linux, patches - [Reading old ForzaTech .modelbin containers (burG), and the MakeH2O tool lineage](techniques/forzatech-burg-modelbin-containers-and-makeh2o.md) · forzatech, modelbin, carbin, burg, mesh, vertex-buffer, makeh2o, ghidra, reverse-engineering, forza-horizon-3 - [Reading Source engine (MDL v49) models, textures and animations in plain Python, no SDK](techniques/reading-source-engine-models-and-animations.md) · source-engine, mdl, vvd, vtx, vtf, vpk, ani, skeletal-animation, skinning, left4dead, model-conversion - [Reading TrackMania GBX containers and getting meshes out without Nadeo tooling](techniques/trackmania-gbx-containers-and-mesh-extraction.md) · trackmania, maniaplanet, gbx, nadeopak, mesh-extraction, noesis, file-formats - [Reading UE3 Gearbox games offline: LZO packages, function signatures and behavior graphs](techniques/reading-ue3-gearbox-games-offline.md) · ue3, unreal3, gearbox, borderlands, upk, lzo, behavior-provider-definition, reverse-engineering, signatures - [Recording real game footage with only the game's audio](techniques/recording-game-footage.md) · recording, gfxcapture, wasapi, process-loopback, nvenc, audio-sync, showcase - [REDengine container and asset formats across Witcher 2/3 and Cyberpunk 2077 (CR2W, .bundle/.cache, RDAR/KARK)](techniques/redengine-container-and-asset-format-lineage.md) · redengine, cr2w, witcher2, witcher3, cyberpunk2077, rdar, kark, oodle, xbm, w3strings, save, archive, file-format - [ReShade RTGI concepts and porting to a native engine pipeline](techniques/reshade-rtgi-concepts-and-native-port.md) · rtgi, global-illumination, reshade, screen-space, denoising, temporal-accumulation, brdf, blue-noise, dx11 - [Running xEdit (and other Delphi/Windows modding tools) on Linux: Wine/Proton patches](techniques/running-xedit-and-windows-modding-tools-on-linux.md) · wine, proton, xedit, sf1edit, delphi, riched20, win32u, syscall, starfield, bethesda, linux, tooling, patching - [Runtime-patching TDU2 in memory via a version.dll proxy (tdu2-runtime-patch)](techniques/tdu2-runtime-patching-version-dll-proxy.md) · test-drive-unlimited-2, runtime-patching, dll-proxy, code-cave, imgui, rust, fov, camera - [Static-address native hooks from an INI-driven DLL (LINK/2012 injector pattern)](techniques/static-address-native-hooks-ini-dll.md) · native-hook, x86, injector, link2012, code-cave, game-mod, no-source, static-addresses, ini - [Synthetic PDB reconstruction for stripped Disrupt DLLs](techniques/synthetic-pdb-reconstruction-for-stripped-dlls.md) · disrupt, ubisoft, watch-dogs, pdb, symbols, reverse-engineering, rtti, vftables, llvm-pdbutil, ghidra, ida - [TDU/TDU2 community data tooling: filename hashing, .bnk inspection, 2DB textures, terrain heightmap editor](techniques/tdu-tdu2-community-data-tooling.md) · test-drive-unlimited, test-drive-unlimited-2, tooling, file-hash, bnk, texture, heightmap, modding - [Wwise BNK versions: authoring-version → bank-version mapping and the open toolchain](techniques/wwise-soundbank-versions-and-open-toolchain.md) · wwise, bnk, soundbank, bank-version, wwise-version, toolchain, wwise-audio-tools, wwiseutil, ww2ogg, revorb, watch-dogs, wdl - [Wwise SoundBank (BNK): chunk layout, HIRC objects, and the per-version .wschema](techniques/wwise-soundbank-hirc-and-wschema.md) · wwise, bnk, hirc, wem, wschema, soundbank, watch-dogs, wd3, fusiontools, kaitai, varint ## Engine playbooks Per-engine routes and tools live with the skills: [skills/mod-any-game/references/engines/](../skills/mod-any-game/references/engines/).