| name | dalamud-vfx-editor |
| description | Install, operate, and troubleshoot 0ceal0t/Dalamud-VFXEditor for user-owned Final Fantasy XIV visual-effect, animation, sound, physics, UI, texture, material, model, and shader files. Use when a user asks about `/vfxedit`, AVFX, PAP, TMB, SCD, Dalamud plugin setup, effect replacement, export handoff, beta repositories, or VFXEditor source builds. Triggers on: Dalamud VFXEditor, /vfxedit, .avfx, .pap, .tmb, .scd, FFXIV VFX mod, or VFXEditor beta.
|
| allowed-tools | Bash Read Write Edit Glob Grep |
| compatibility | FFXIV with XIVLauncher/Dalamud for plugin use; .NET and Dalamud development environment for source builds |
| metadata | {"tags":"game-development, ffxiv, dalamud, vfx, modding, asset-editor","version":"1.0.0","source":"https://github.com/0ceal0t/Dalamud-VFXEditor"} |
Dalamud VFXEditor
When to use this skill
- Install the main plugin from
/xlplugins or configure the beta repository.
- Identify which FFXIV file type owns an effect, animation, timeline, sound, or material change.
- Replace and edit an effect while preserving a rollback copy.
- Inspect plugin release metadata or contribute to the C# source.
Use only on user-owned local files and authorized modding workflows. Do not use this skill to bypass service controls, distribute copyrighted game assets, or interfere with other players.
Instructions
Step 1: Pick the operating lane
- Main plugin install — XIVLauncher →
/xlplugins → VFXEditor → /vfxedit.
- Beta plugin — add the upstream
repo.json URL in /xlsettings > Experimental, enable only one of main/beta, then use /vfxbeta.
- Asset edit — identify the owning file type, snapshot the source, edit a loaded replacement, update, test, and retain rollback evidence.
- Source contribution — clone a pinned commit, restore/build the
VFXEditor.csproj, and follow current Dalamud SDK requirements.
Step 2: Identify the owning file type
Use references/file-types-and-workflow.md. Common choices:
.avfx — particles and glow without character motion;
.pap — character animation;
.tmb — timeline triggers for effects, animation, and sound;
.scd — music and sound effects;
.atex / .tex — effect/UI/model textures;
.shpk / .shcd — shader packages and individual shaders;
.mtrl / .mdl — materials and meshes.
If the user only wants to hide selected effects, route to the upstream author's EasyEyes recommendation rather than constructing a replacement.
Step 3: Snapshot before editing
python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py \
/path/to/effect.avfx --output-dir ./vfx-backups
The script copies bytes unchanged and writes a SHA-256 manifest. Keep the original, working copy, exported replacement, and test result separate.
Step 4: Perform the smallest edit
In VFXEditor:
- select Loaded Vfx as the new source;
- select Vfx Being Replaced as the target;
- change only the intended parameters;
- press UPDATE;
- test in a controlled local scenario;
- revert immediately if timing, attachment, visibility, sound, or performance is wrong.
For complete skill replacement, inspect the .tmb timeline rather than forcing every change into .avfx.
Step 5: Inspect release metadata when using beta builds
python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json --json
Confirm internal name, assembly version, Dalamud API level, repository URL, and download links. Main and beta builds cannot be enabled together.
Step 6: Build source only in a compatible environment
The inspected project uses Dalamud.NET.Sdk/15.0.0, locked NuGet packages, and Debug, Release, and Beta configurations. Do not promise a successful build without a compatible Dalamud development installation. Prefer:
dotnet restore VFXEditor/VFXEditor.csproj --locked-mode
dotnet build VFXEditor/VFXEditor.csproj -c Debug --no-restore
Use the current upstream files as authority because Dalamud APIs and package versions change.
Step 7: Verify and hand off
Report source hash, edited file type, target path, change summary, plugin channel, game/Dalamud versions, test scenario, observed result, and rollback path. Never package unmodified game assets into the skill or repository.
Examples
Inspect the official beta manifest
curl -fsSLO https://raw.githubusercontent.com/0ceal0t/Dalamud-VFXEditor/main/repo.json
python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json
Back up a timeline before replacement
python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py action.tmb
Best practices
- Snapshot every source asset and record hashes.
- Change one layer or parameter group at a time.
- Keep main and beta plugin channels mutually exclusive.
- Test attachment, timing, visibility, sound, and frame-time impact.
- Share patches or authored assets, not copyrighted game data.
References
references/file-types-and-workflow.md — file ownership and edit checklist.
references/upstream.md — installation, build metadata, revision, and license.
- Dalamud VFXEditor
- Upstream guides