Portal 2
Source Engine · PC / offline assessment
Yes. Start with the right tools.
- Valve ships official tooling: the Hammer editor and Steam Workshop are first-party mod channels.
- An upstream agent workflow already decoded Portal 2's VPK, MDL v49, VVD, VTX and VTF formats end to end.
- No anti-cheat; work stays in offline single-player or your own published Workshop content.
Start asset-only: swap one texture or sound from portal2/pak01_dir.vpk, or build a small test chamber with Hammer.
What you’ll need
- A licensed Steam copy and a separate save backup
- Claude Code or another supported coding agent + universal-modder
- Python 3.10+ and ffmpeg (uv recommended)
- The Steam build (assets live in portal2/pak01_dir.vpk)
- Hammer for maps, or VPK/MDL tooling the agent can drive
Only if your idea needs it: fal API key for generated art (billed by fal) · Blender for 3D-to-sprite renders
Your starting prompt
COPY → PASTE → BUILDPaste this into Claude Code with universal-modder installed.
Use universal-modder to plan a small Portal 2 mod for my own offline single-player PC copy. Design one asset-only change: swap a single texture or sound from portal2/pak01_dir.vpk, or a one-room test chamber built with Hammer. First confirm my exact game build and compatible tools, back up my saves, and explain the files you would change. Ask before installing a loader or changing game files. Search VPKs in this order: portal2_dlc2, portal2_dlc1, portal2, then loose files. Stop if this requires anti-cheat or DRM bypass. Do not connect to multiplayer. Give me a reversible plan and a concrete in-game verification step.Under the hood Engine details & sources
Source Engine: Valve's Source engine; game assets ship inside VPK archives and maps use the Hammer editor.
Documentation-based assessment, reviewed 2026-10-20; not tested by CanYouMod. Applies only to offline single-player PC use. A documented loader is not a guarantee that your idea or current build will work.