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.