Agentic-HOI4-Modding
Agentic-HOI4-Modding enthält 16 gesammelte Skills von klimPaskov, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
Use only when the selected HOI4 portrait provider is the Comfy Cloud MCP route.
Use only when the selected HOI4 portrait provider is a configured loopback ComfyUI installation.
Use only when the selected HOI4 portrait provider is an existing RunPod ComfyUI workspace.
Use when creating, sourcing, processing, converting, organizing, wiring, or documenting visual assets for a Hearts of Iron IV mod.
Use for the provider-neutral HOI4 portrait source, prompt, archive, validation, and runtime handoff contract.
Use when coordinating custom Codex subagents for HOI4 mod implementation, asset production, text and audio research, audits, active small patches, planning handoffs, or documentation work.
Use when implementing, updating, auditing, or documenting Hearts of Iron IV events and event chains, including news and report events, on_action hooks, localisation, pictures, registration hooks, and validation.
Use when expanding Hearts of Iron IV mod feature ideas into detailed specifications before implementation.
Use when a Hearts of Iron IV mod task needs sourced quotes, cultural remarks, slogans, title-like references, public-domain text, licensed music, sound cues, or audio source documentation.
Use when designing, researching, registering, wiring, testing, or documenting a Hearts of Iron IV Super Event with the optional reusable runtime.
Create, rig, animate, convert, export, audit, and integrate Hearts of Iron IV 3D units, buildings, props, creatures, vehicles, aircraft, and naval objects through a verified Meshy-to-Blender-to-io_pdx_mesh workflow. Use when a HOI4 mod needs .mesh, .anim, PDX model textures, entity or .asset handoffs, scale calibration, skeletal actions, or runtime model QA.
Use when a Hearts of Iron IV mod needs animated sprites, animated icons, animated scripted GUI pieces, animated portraits, GIF previews, frame sheets, hover loops, pulsing glows, floating seals, warning pulses, route emblems, or frame-by-frame asset packages. Requires real per-frame source artwork or source frames. For HOI4, the final in-game animation must be a frame-sheet texture wired through the verified `.gfx`/`.gui` pattern, usually `frameAnimatedSpriteType`, not a saved GIF.
Use when recursively deepening HOI4 mod mechanics, events, focus trees, countries, decisions, assets, lore, sourced text or audio packages, scripted GUI, formables, and implementation audits into concrete expansion specs and improvement handoffs.
Use when designing, implementing, auditing, or fixing Hearts of Iron IV decisions, missions, timed objectives, decision categories, and mission localisation.
Use when designing, implementing, auditing, or fixing Hearts of Iron IV national focus trees.
Define and use HOI4 MTTH variables safely (base/modifiers, file-scoped constants, and mtth:entry usage in set_variable/set_temp_variable) with guidance for minimizing ai_will_do clutter.