AgentCreationKit — Development skill for Claude Code
Tools for building Fallout 4 mods with an agent: unattended FO4Edit runs, Creation Kit GUI automation, BA2/NIF helpers.
How to install AgentCreationKit
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open IronAdamant/AgentCreationKit and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
What AgentCreationKit does
Tools for building Fallout 4 mods with an agent: unattended FO4Edit runs, Creation Kit GUI automation, BA2/NIF helpers.
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README
AgentCreationKit
Tools that let AI coding agents (Claude Code, Grok Build, ...) work on Bethesda game mods without a human clicking through the Creation Kit or FO4Edit. Built while restoring a real Fallout 4 mod ([Custom Legendary Modifications](https://www.nexusmods.com/fallout4/mods/5565)), so every feature exists because a real modding task needed it.
Python 3.10+, Windows, no third-party dependencies.
What it does
| Module | Purpose |
|---|---|
ack.xedit |
Run FO4Edit/xEdit Pascal scripts unattended: generates the plugin list, launches xEdit, watches its windows, answers only allowlisted dialogs, closes it when the script is done, and returns a report. |
ack.plugin |
Read and write plugin files (.esp/.esm/.esl) directly. Lossless: unmodified data is written back byte-for-byte (verified on Fallout4.esm, 1.5M records). |
ack.archive |
Extract files from BA2 archives (general and texture archives; textures come out as .dds). |
ack.nif |
Inspect NIF models and patch length-prefixed strings (e.g. texture paths) while keeping the block table valid. |
ack.ck |
Drive a running Creation Kit like a level designer: load plugins, open cells, select objects, set exact position/rotation/scale, move the camera (zoom, pan, orbit, or look from a bearing/elevation/distance), screenshot the render window, generate navmesh, compact form IDs, save. |
Setup
copy config.example.json config.local.json # then set your game, xEdit and work paths
python -m unittest discover -s tests -t .
Usage
python -m ack xedit scripts # list bundled xEdit scripts
python -m ack xedit run check_errors "MyMod.esp" # read-only run
python -m ack xedit run clean_masters "MyMod.esp" --save # editing run
python -m ack plugin info "D:/.../Data/MyMod.esp"
python -m ack ba2 extract "D:/.../Fallout4 - Meshes.ba2" "meshes\effects\laser*" --out extracted
Driving the Creation Kit (`ack.ck`)
python
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