skyrim-skse

Generate C++ SKSE plugin projects with CommonLibSSE-NG templates.

17|8|Updated Dec 30, 2025
One-click install
npx skills add https://github.com/SpookyPirate/spookys-automod-toolkit --skill skyrim-skse
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: skyrim-skse
Source: https://github.com/SpookyPirate/spookys-automod-toolkit/tree/main/.claude/skills/skyrim-skse
Command: npx skills add https://github.com/SpookyPirate/spookys-automod-toolkit --skill skyrim-skse

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

SKSE plugin development is complex and brittle, requiring boilerplate, correct scaffolding, and cross-version considerations. This Skill provides scaffolding and tooling to generate SKSE C++ plugin projects, manage templates, and integrate CommonLibSSE-NG across Skyrim SE, AE, GOG, and VR.

Core Features & Use Cases

  • Project scaffolding generation using CommonLibSSE-NG templates for multiple Skyrim versions.
  • Templates for basic SKSE plugins and Papyrus-native plugins with build guidance.
  • Cross-version compatibility guidance, CMake build steps, and dependency management.

Use Case: You want to create a new plugin that exposes a Papyrus native function; this Skill will scaffold the project, set up build configurations, and guide you through adding functions.

Quick Start

Create a new SKSE project with the toolkit and begin editing the generated source to implement your plugin.

Frequently Asked Questions about skyrim-skse

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I scaffold an SKSE C++ plugin project for Skyrim?

Scaffolding an SKSE C++ plugin project requires generating CommonLibSSE-NG templates, setting up CMake build configurations, and managing dependencies to establish a functional base for Skyrim SE, AE, GOG, and VR.

Can I build a single SKSE plugin that supports Skyrim SE, AE, and VR?

Yes, cross-version compatibility is achieved by integrating CommonLibSSE-NG, which allows your native SKSE C++ plugin to function across Skyrim SE, AE, GOG, and VR from a single project scaffold.

How do I expose a Papyrus native function using an SKSE plugin?

Exposing a Papyrus native function involves using Papyrus-native plugin templates to scaffold the project, configuring CMake builds, and editing the generated C++ source to register and implement the custom function.

What build tools do I need to compile an SKSE C++ plugin?

Compiling an SKSE C++ plugin requires CMake and MSVC Build Tools to manage the build process and integrate the CommonLibSSE-NG dependency for native Skyrim plugin development.

Why is SKSE plugin development considered complex and brittle?

SKSE plugin development is brittle due to the strict requirement for correct project boilerplate, precise scaffolding, and cross-version compatibility management across different Skyrim editions.

Does skyrim-skse help manage CMake configurations for modding?

Yes, skyrim-skse provides CMake build steps and dependency management guidance to configure and generate SKSE C++ plugin projects using CommonLibSSE-NG templates.