# CanYouMod > CanYouMod (canyoumod.com) is a free, unofficial field guide to universal-modder, the MIT-licensed open-source game-modding plugin for Claude Code and other coding agents by rehan-remade (https://github.com/rehan-remade/universal-modder). Pick a PC game and get a verdict (moddable offline / experimental / not recommended), the engine, a recommended route, prerequisites and a copyable starter prompt. No account, no uploads, offline single-player only — no anti-cheat or DRM bypasses. Key facts: - universal-modder is not made by CanYouMod and not by Anthropic. CanYouMod is an independent guide; it does not run the plugin. - Install in Claude Code: `/plugin marketplace add rehan-remade/universal-modder` then `/plugin install universal-modder@universal-modder`. - 36 games assessed: 17 moddable offline, 8 experimental, 11 not recommended (anti-cheat / live-service games). - Assessments are documentation-based (last reviewed 2026-10-04), not hands-on certification. Always back up saves. ## How to install universal-modder ### Claude Code Install through the plugin marketplace. (Inside a Claude Code session) ``` /plugin marketplace add rehan-remade/universal-modder /plugin install universal-modder@universal-modder ``` Run each command in sequence. Claude Code access is separate from this free guide and may require a paid plan or API billing. ### Codex Use the plugin commands documented by the project. (In your terminal with a compatible Codex CLI) ``` codex plugin marketplace add rehan-remade/universal-modder codex plugin add universal-modder@universal-modder ``` If your installed CLI does not support plugins, use the clone route below. Agent access and usage limits are managed by your provider. ### Gemini CLI Add the repository as an extension. (In your terminal with Gemini CLI installed) ``` gemini extensions install https://github.com/rehan-remade/universal-modder ``` Review the extension permissions when prompted, then start a new session if the new skills are not visible. ### VS Code + Copilot Install from source using VS Code’s chat plugin support. (In VS Code settings and the Command Palette) 1. Enable chat.plugins.enabled in VS Code settings. 2. Run “Chat: Install Plugin From Source” from the Command Palette. 3. Enter https://github.com/rehan-remade/universal-modder. This path needs a VS Code version with chat plugin support. Use the clone route if the setting or command is unavailable. ### Cursor Use the marketplace, or open a local clone. (In Cursor) 1. Find universal-modder in Cursor Marketplace and review its source. 2. Alternatively, clone the repository using the command below and open that folder in Cursor. 3. Cursor reads AGENTS.md and the repository’s .cursor/mcp.json configuration. The clone route provides a concrete fallback if the marketplace listing is unavailable. ### Skills only Bring the skill instructions into a compatible agent. (In your terminal with Node.js / npx available) ``` npx skills add https://github.com/rehan-remade/universal-modder ``` Skills are instructions. Check your agent’s MCP configuration and install the um CLI separately if needed; a skills-only install is not a complete local tool setup. ### Git clone The fallback for agents that can read AGENTS.md. (In your terminal with Git installed) ``` git clone https://github.com/rehan-remade/universal-modder cd universal-modder ``` Start your coding agent in this folder. Review AGENTS.md and approve only the local tool permissions you need. ## Game assessments ### Can you mod Terraria? URL: https://canyoumod.com/games/terraria Verdict: Moddable offline · Engine: .NET / XNA / FNA · Genre: Sandbox · Last reviewed: 2026-10-04 **Short answer:** Yes. Terraria (.NET / XNA / FNA) is a good offline starting point for universal-modder with Claude Code. Start with a small tModLoader item mod in a new single-player world. Why: - tModLoader provides a documented content API. - Upstream records an in-game single-player example. - Multiplayer was not verified in that field note. Engine notes: tModLoader has a dedicated C# content API; match its supported Terraria branch. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - tModLoader matched to your Terraria build - .NET SDK required by that tModLoader release Starter prompt for Claude Code: > Use universal-modder to plan a small Terraria mod for my own offline single-player PC copy. Add one original craftable lantern item through tModLoader, starting with a placeholder sprite. 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. 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. Sources: https://github.com/tModLoader/tModLoader, https://github.com/rehan-remade/universal-modder/blob/main/knowledge/games/terraria/fal-arsenal-tmodloader.md Documentation-based assessment, reviewed 2026-10-04; not tested by CanYouMod. The upstream author reports single-player in-game testing on Terraria 1.4.4.9 via tModLoader 2026.07. That is evidence for this route, not certification of other builds. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Stardew Valley? URL: https://canyoumod.com/games/stardew-valley Verdict: Moddable offline · Engine: .NET / MonoGame · Genre: Farming sim · Last reviewed: 2026-10-04 **Short answer:** Yes. Stardew Valley (.NET / MonoGame) is a good offline starting point for universal-modder with Claude Code. Use SMAPI; choose a content pack for data changes and C# only when needed. Why: - SMAPI is a maintained, game-specific mod framework. - Content packs can keep a first change small. - Use a separate farm to test save compatibility. Engine notes: SMAPI loads C# mods and supports a documented event API. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - SMAPI compatible with your game build - Content Patcher if using a content pack Starter prompt for Claude Code: > Use universal-modder to plan a small Stardew Valley mod for my own offline single-player PC copy. Plan one original crop as a Content Patcher pack; check its schema and dependencies first. 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. 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. Sources: https://github.com/Pathoschild/SMAPI Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Minecraft: Java Edition? URL: https://canyoumod.com/games/minecraft Verdict: Moddable offline · Engine: Java / Minecraft · Genre: Sandbox · Last reviewed: 2026-10-04 **Short answer:** Yes. Minecraft: Java Edition (Java / Minecraft) is a good offline starting point for universal-modder with Claude Code. Choose Fabric or NeoForge for your exact Java Edition version; do not mix loaders. Why: - Fabric exposes documented hooks for Java Edition. - Upstream also records a NeoForge content example. - This entry covers a local single-player world only. Engine notes: Java Edition loaders are not interchangeable with Bedrock add-ons. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Matching JDK and one compatible loader - A separate launcher profile and test world Starter prompt for Claude Code: > Use universal-modder to plan a small Minecraft: Java Edition mod for my own offline single-player PC copy. Add one original decorative block using a compatible Fabric template; confirm the Java Edition version and required JDK first. 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. 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. Sources: https://github.com/FabricMC/fabric-api, https://github.com/rehan-remade/universal-modder/blob/main/knowledge/INDEX.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Celeste? URL: https://canyoumod.com/games/celeste Verdict: Moddable offline · Engine: .NET / XNA / FNA · Genre: Platformer · Last reviewed: 2026-10-04 **Short answer:** Yes. Celeste (.NET / XNA / FNA) is a good offline starting point for universal-modder with Claude Code. Use Everest and its recommended level editor for a small original map. Why: - Everest provides a dedicated modding API. - Custom levels make a focused first project. - Loader and game versions still need to match. Engine notes: Everest is the community mod loader and API for Celeste. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Everest compatible with your game build - The level editor recommended by Everest Starter prompt for Claude Code: > Use universal-modder to plan a small Celeste mod for my own offline single-player PC copy. Design one short original room with existing mechanics; use Everest documentation and validate the map in-game. 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. 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. Sources: https://github.com/EverestAPI/Everest Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod The Elder Scrolls V: Skyrim? URL: https://canyoumod.com/games/skyrim Verdict: Moddable offline · Engine: Creation Engine · Genre: RPG · Last reviewed: 2026-10-04 **Short answer:** Yes. The Elder Scrolls V: Skyrim (Creation Engine) is a good offline starting point for universal-modder with Claude Code. Start with a small Creation Kit plugin; add SKSE only when your feature needs it. Why: - Creation Engine plugins offer a documented content route. - Script extenders are version-specific and optional for simple edits. - A new test save helps isolate load-order problems. Engine notes: SE, AE, classic and VR use different tools; SKSE support also depends on storefront. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Creation Kit for your edition - An isolated mod-manager profile Starter prompt for Claude Code: > Use universal-modder to plan a small The Elder Scrolls V: Skyrim mod for my own offline single-player PC copy. Create one original craftable amulet as a small plugin, with no native hooks or script extender unless necessary. 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. 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. Sources: https://skse.silverlock.org/, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/bethesda.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Fallout 4? URL: https://canyoumod.com/games/fallout-4 Verdict: Moddable offline · Engine: Creation Engine · Genre: RPG · Last reviewed: 2026-10-04 **Short answer:** Yes. Fallout 4 (Creation Engine) is a good offline starting point for universal-modder with Claude Code. Use a small Creation Kit plugin first; keep F4SE optional. Why: - Creation Kit plugins cover many content changes. - F4SE publishes compatibility for specific runtime builds. - A clean test save is needed before changing scripted content. Engine notes: The game runtime and F4SE release must match if you need native plugins. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Fallout 4 Creation Kit - A separate mod-manager profile Starter prompt for Claude Code: > Use universal-modder to plan a small Fallout 4 mod for my own offline single-player PC copy. Add one original settlement decoration using the Creation Kit and document the plugin load order. 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. 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. Sources: https://f4se.silverlock.org/, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/bethesda.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Fallout: New Vegas? URL: https://canyoumod.com/games/fallout-new-vegas Verdict: Moddable offline · Engine: Gamebryo · Genre: RPG · Last reviewed: 2026-10-04 **Short answer:** Yes. Fallout: New Vegas (Gamebryo) is a good offline starting point for universal-modder with Claude Code. Prefer a small GECK plugin; use xNVSE only for unsupported scripting needs. Why: - xNVSE provides a game-specific scripting extension. - Small record edits can avoid native plugins. - Dependencies and save persistence need review. Engine notes: New Vegas uses GECK-era plugins and xNVSE, not the newer Creation Kit. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - GECK for Fallout: New Vegas - A separate test save and mod profile Starter prompt for Claude Code: > Use universal-modder to plan a small Fallout: New Vegas mod for my own offline single-player PC copy. Plan one original consumable in GECK; explain whether xNVSE is actually necessary before adding it. 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. 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. Sources: https://github.com/xNVSE/NVSE, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/bethesda.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Starfield? URL: https://canyoumod.com/games/starfield Verdict: Moddable offline · Engine: Creation Engine 2 · Genre: RPG · Last reviewed: 2026-10-04 **Short answer:** Yes. Starfield (Creation Engine 2) is a good offline starting point for universal-modder with Claude Code. Begin with Creation Kit content; use a compatible SFSE build only if needed. Why: - A Creation Engine content route exists. - SFSE supports specific game runtimes. - Check platform and extender support before planning code mods. Engine notes: Creation Kit content and SFSE native plugins have different requirements. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Starfield Creation Kit - A fresh test save Starter prompt for Claude Code: > Use universal-modder to plan a small Starfield mod for my own offline single-player PC copy. Plan a small original equipment record in the Creation Kit with a reversible test procedure. 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. 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. Sources: https://sfse.silverlock.org/, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/bethesda.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod RimWorld? URL: https://canyoumod.com/games/rimworld Verdict: Moddable offline · Engine: Unity / C# · Genre: Colony sim · Last reviewed: 2026-10-04 **Short answer:** Yes. RimWorld (Unity / C#) is a good offline starting point for universal-modder with Claude Code. Start with XML Defs in a separate mod folder and a disposable colony. Why: - XML supports a small data-first mod. - C# and Harmony are available for deeper work. - DLC and load order affect compatibility. Engine notes: XML Defs cover data; Harmony is for more advanced behavior changes. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Your game version and DLC list - A separate test colony Starter prompt for Claude Code: > Use universal-modder to plan a small RimWorld mod for my own offline single-player PC copy. Add one original furniture item with XML Defs; avoid C# patches until a documented limitation requires them. 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. 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. Sources: https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/unity.md, https://www.ludeon.com/forums/index.php?topic=33219.0 Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Factorio? URL: https://canyoumod.com/games/factorio Verdict: Moddable offline · Engine: Custom C++ / Lua API · Genre: Automation · Last reviewed: 2026-10-04 **Short answer:** Yes. Factorio (Custom C++ / Lua API) is a good offline starting point for universal-modder with Claude Code. Build a small Lua data mod and test it in a fresh local map. Why: - The developer exposes a documented Lua mod API. - New recipes and items can use data-stage prototypes. - Expansion dependencies must be declared. Engine notes: Wube provides Lua prototype and runtime APIs; use documentation for your installed version. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Factorio API documentation for your version - An isolated test save Starter prompt for Claude Code: > Use universal-modder to plan a small Factorio mod for my own offline single-player PC copy. Add one original recipe as a Lua data-stage mod and validate its dependencies, icons and technology unlock. 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. 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. Sources: https://wiki.factorio.com/Tutorial:Modding_tutorial/Gangsir, https://lua-api.factorio.com/ Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Baldur's Gate 3? URL: https://canyoumod.com/games/baldurs-gate-3 Verdict: Moddable offline · Engine: Divinity Engine · Genre: RPG · Last reviewed: 2026-10-04 **Short answer:** Yes. Baldur's Gate 3 (Divinity Engine) is a good offline starting point for universal-modder with Claude Code. Use the official Baldur's Gate 3 Toolkit for a local equipment mod. Why: - An official toolkit supports custom content. - Equipment is a focused first change. - Modded saves retain dependencies on installed mods. Engine notes: Larian provides an official PC toolkit and in-game mod manager. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Baldur's Gate 3 Toolkit and its required data - A separate local test campaign Starter prompt for Claude Code: > Use universal-modder to plan a small Baldur's Gate 3 mod for my own offline single-player PC copy. Create one original ring using Larian's supported toolkit; document dependencies and test it on a new campaign. 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. 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. Sources: https://larian.com/support/faqs/official-mod-support_113, https://forums.larian.com/ubbthreads.php?Number=958170&ubb=showthreaded Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Cyberpunk 2077? URL: https://canyoumod.com/games/cyberpunk-2077 Verdict: Moddable offline · Engine: REDengine 4 · Genre: RPG · Last reviewed: 2026-10-04 **Short answer:** Yes. Cyberpunk 2077 (REDengine 4) is a good offline starting point for universal-modder with Claude Code. Start with a REDmod content change; add community frameworks only for a clear requirement. Why: - CD PROJEKT RED publishes modding resources. - REDmod offers a content-focused starting point. - Game updates can invalidate third-party frameworks. Engine notes: Official modding support exists; advanced frameworks have their own compatibility requirements. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Compatible REDmod tools - A separate save for testing Starter prompt for Claude Code: > Use universal-modder to plan a small Cyberpunk 2077 mod for my own offline single-player PC copy. Plan a small original cosmetic change using REDmod, and verify that the requested change fits its supported scope. 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. 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. Sources: https://www.cyberpunk.net/en/modding-support, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/big-frameworks.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Subnautica? URL: https://canyoumod.com/games/subnautica Verdict: Moddable offline · Engine: Unity / C# · Genre: Survival · Last reviewed: 2026-10-04 **Short answer:** Yes. Subnautica (Unity / C#) is a good offline starting point for universal-modder with Claude Code. Use the current Nautilus installation guide and a new local save. Why: - Nautilus provides Subnautica modding APIs. - A small item is easier to validate than a world overhaul. - Match the game branch before selecting dependencies. Engine notes: Nautilus is the game-specific API; legacy and current game branches differ. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - The loader required by your Nautilus release - Nautilus compatible with the selected branch Starter prompt for Claude Code: > Use universal-modder to plan a small Subnautica mod for my own offline single-player PC copy. Plan one original craftable decorative item with Nautilus; verify the supported Subnautica branch first. 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. 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. Sources: https://github.com/SubnauticaModding/Nautilus Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Hollow Knight? URL: https://canyoumod.com/games/hollow-knight Verdict: Moddable offline · Engine: Unity / C# · Genre: Metroidvania · Last reviewed: 2026-10-04 **Short answer:** Yes. Hollow Knight (Unity / C#) is a good offline starting point for universal-modder with Claude Code. Use the Hollow Knight Modding API for a small local gameplay or UI change. Why: - A dedicated community modding API exists. - The API avoids starting from raw engine hooks. - Game and API builds must be compatible. Engine notes: The community Modding API is specific to Hollow Knight, not Silksong. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Compatible Hollow Knight Modding API - A separate save profile Starter prompt for Claude Code: > Use universal-modder to plan a small Hollow Knight mod for my own offline single-player PC copy. Plan a reversible original UI color option through the Modding API and verify it across a room transition. 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. 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. Sources: https://github.com/hk-modding/api, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/unity.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Age of Empires II: Definitive Edition? URL: https://canyoumod.com/games/age-of-empires-ii Verdict: Moddable offline · Engine: Genie Engine · Genre: Strategy · Last reviewed: 2026-10-04 **Short answer:** Yes. Age of Empires II: Definitive Edition (Genie Engine) is a good offline starting point for universal-modder with Claude Code. Start with a local scenario or small data mod before attempting a full civilization. Why: - Upstream documents a working civilization data mod. - Data files provide a route without process injection. - Custom data must be tested in a local skirmish. Engine notes: Data and sprite formats are build-specific; this rating excludes ranked and multiplayer play. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Python and compatible Genie data tools - Blender only if rendering 3D assets into sprites Starter prompt for Claude Code: > Use universal-modder to plan a small Age of Empires II: Definitive Edition mod for my own offline single-player PC copy. Plan one custom unit variant for an offline scenario; start with existing art and explain the data-mod activation step. 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. 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. Sources: https://github.com/rehan-remade/universal-modder/blob/main/knowledge/games/age-of-empires-ii-de/san-franciscans-civ.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Darkest Dungeon? URL: https://canyoumod.com/games/darkest-dungeon Verdict: Moddable offline · Engine: Custom engine / data files · Genre: Roguelike · Last reviewed: 2026-10-04 **Short answer:** Yes. Darkest Dungeon (Custom engine / data files) is a good offline starting point for universal-modder with Claude Code. Use a small standalone data mod with an isolated campaign. Why: - Upstream records a working data randomizer. - Data changes can avoid native code hooks. - Keep the first mod separate from an ongoing campaign. Engine notes: The upstream note records data modding; the engine identity is not established there. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - A separate campaign backup - The data schema for your installed version Starter prompt for Claude Code: > Use universal-modder to plan a small Darkest Dungeon mod for my own offline single-player PC copy. Plan one original trinket as a data-only mod; validate its identifiers and avoid modifying the original files. 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. 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. Sources: https://github.com/rehan-remade/universal-modder/blob/main/knowledge/INDEX.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Valheim? URL: https://canyoumod.com/games/valheim Verdict: Experimental · Engine: Unity / C# · Genre: Survival · Last reviewed: 2026-10-04 **Short answer:** Maybe. Valheim (Unity / C#) can be modded offline, but expect trial and error with universal-modder. Confirm Jotunn and its dependencies for your build before a small solo test. Why: - Jotunn documents a Valheim-specific mod API. - The loader stack must match the current build. - Server compatibility is outside this assessment. Engine notes: Jotunn sits on the community loader stack; this entry covers local solo play only. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Compatible BepInEx and Jotunn releases - An isolated local character and world Starter prompt for Claude Code: > Use universal-modder to plan a small Valheim mod for my own offline single-player PC copy. Inspect the documented Jotunn route and propose one original build piece; stop if compatibility cannot be confirmed. 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. 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. Sources: https://github.com/Valheim-Modding/Jotunn Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Risk of Rain 2? URL: https://canyoumod.com/games/risk-of-rain-2 Verdict: Experimental · Engine: Unity / C# · Genre: Roguelike · Last reviewed: 2026-10-04 **Short answer:** Maybe. Risk of Rain 2 (Unity / C#) can be modded offline, but expect trial and error with universal-modder. Use R2API in an isolated profile after checking current compatibility. Why: - R2API offers APIs for community mods. - Installed game, loader and module versions need checking. - Online sessions are outside this assessment. Engine notes: R2API exposes game-specific modules; game updates and DLC affect dependencies. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Compatible community loader and R2API modules - A new local solo run Starter prompt for Claude Code: > Use universal-modder to plan a small Risk of Rain 2 mod for my own offline single-player PC copy. Plan one original item for a local solo run using only the required R2API modules; validate compatibility before implementation. 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. 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. Sources: https://github.com/risk-of-thunder/R2API Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Palworld? URL: https://canyoumod.com/games/palworld Verdict: Experimental · Engine: Unreal Engine · Genre: Survival · Last reviewed: 2026-10-04 **Short answer:** Maybe. Palworld (Unreal Engine) can be modded offline, but expect trial and error with universal-modder. First assess the current local single-player build and documented modding entry point. Why: - UE4SS documentation points to Palworld examples. - Engine versions and loader signatures can change. - Official servers and online play are excluded. Engine notes: Community UE4SS examples exist; exact loader compatibility must be established per build. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Exact game build and storefront - A compatible, documented loader route Starter prompt for Claude Code: > Use universal-modder to plan a small Palworld mod for my own offline single-player PC copy. Assess whether a small local UI change is supported on my current build. Do not install anything until that route is confirmed. 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. 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. Sources: https://docs.ue4ss.com/lua-api/examples.html, https://github.com/UE4SS-RE/RE-UE4SS Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Hogwarts Legacy? URL: https://canyoumod.com/games/hogwarts-legacy Verdict: Moddable offline · Engine: Unreal Engine · Genre: RPG · Last reviewed: 2026-10-04 **Short answer:** Yes. Hogwarts Legacy (Unreal Engine) is a good offline starting point for universal-modder with Claude Code. Use the official Creator Kit and in-game mod manager for supported content. Why: - WB Games provides an official Creator Kit. - The supported toolkit covers custom PC content. - Arbitrary code injection is not implied by toolkit support. Engine notes: An official PC Creator Kit is available; its supported scope differs from arbitrary runtime edits. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Hogwarts Legacy Creator Kit - A supported PC version and separate test save Starter prompt for Claude Code: > Use universal-modder to plan a small Hogwarts Legacy mod for my own offline single-player PC copy. Plan one original cosmetic customization in the official Creator Kit and identify its supported export workflow. 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. 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. Sources: https://portkeygamessupport.wbgames.com/hc/en-us/sections/37227624241299-Mods Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Black Myth: Wukong? URL: https://canyoumod.com/games/black-myth-wukong Verdict: Experimental · Engine: Unreal Engine 5 · Genre: Action RPG · Last reviewed: 2026-10-04 **Short answer:** Maybe. Black Myth: Wukong (Unreal Engine 5) can be modded offline, but expect trial and error with universal-modder. Read the negative field note, then assess a much smaller supported local change. Why: - The upstream experiment is explicitly in progress. - ReShade depth compositing did not work in that build. - Do not assume a GTA-style mashup transfers to this game. Engine notes: The upstream note examined a UE5.0 build; it reports a failed depth-compositing experiment. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Your exact PC build - A documented route that does not bypass DRM Starter prompt for Claude Code: > Use universal-modder to plan a small Black Myth: Wukong mod for my own offline single-player PC copy. Review the upstream rendering limitations and propose a small reversible configuration change. Do not promise a working passthrough mashup. 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. 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. Sources: https://github.com/rehan-remade/universal-modder/blob/main/knowledge/games/black-myth-wukong/reshade-depth-dead-end.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Dragon's Dogma 2? URL: https://canyoumod.com/games/dragons-dogma-2 Verdict: Experimental · Engine: RE Engine · Genre: Action RPG · Last reviewed: 2026-10-04 **Short answer:** Maybe. Dragon's Dogma 2 (RE Engine) can be modded offline, but expect trial and error with universal-modder. Assess REFramework support, then test a small change in an isolated offline save. Why: - A game-specific REFramework field note exists. - Loader compatibility depends on the game build. - Pawn sharing and other networked features are excluded. Engine notes: REFramework provides Lua hooks; the upstream note is specific to one skill rework. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - REFramework compatible with your game build - An offline test setup with separate saves Starter prompt for Claude Code: > Use universal-modder to plan a small Dragon's Dogma 2 mod for my own offline single-player PC copy. Assess a small original UI option through REFramework. Confirm an offline test setup and avoid networked pawn features. 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. 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. Sources: https://github.com/praydog/REFramework, https://github.com/rehan-remade/universal-modder/blob/main/knowledge/INDEX.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Grand Theft Auto V? URL: https://canyoumod.com/games/gta-v Verdict: Experimental · Engine: RAGE · Genre: Open world · Last reviewed: 2026-10-04 **Short answer:** Maybe. Grand Theft Auto V (RAGE) can be modded offline, but expect trial and error with universal-modder. Review Story Mode compatibility only. Stop if a supported offline setup cannot be confirmed. Why: - The upstream example is explicitly Story Mode only. - GTA Online is protected by BattlEye. - Script Hook V does not support GTA Online. Engine notes: Story Mode and GTA Online have different safety boundaries; Online is excluded. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Licensed Story Mode installation - A verified Story Mode-only setup and separate saves Starter prompt for Claude Code: > Use universal-modder to plan a small Grand Theft Auto V mod for my own offline single-player PC copy. Assess my edition and Story Mode compatibility without modifying files. Outline one original single-player scenario only if it requires no anti-cheat or DRM bypass. Never launch or modify GTA Online. 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. 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. Sources: https://www.dev-c.com/gtav/scripthookv/, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/big-frameworks.md Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Elden Ring? URL: https://canyoumod.com/games/elden-ring Verdict: Not recommended · Engine: FromSoftware engine · Genre: Action RPG · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Elden Ring: The standard PC game includes anti-cheat and online features. Do not inject into the standard client. Choose an offline title with an established supported modding route. Why: - The standard PC game includes anti-cheat and online features. - Upstream offline research does not validate your installation. - This checker does not establish a permitted, protection-free launch route. Engine notes: The game includes online anti-cheat; an upstream offline experiment is not general approval. What you need: - No client modification recommended Starter prompt for Claude Code: > Explain why the upstream offline Elden Ring experiment is not evidence that my normal client is safe to modify. Do not disable, bypass or patch anti-cheat. Suggest a comparable offline moddable game instead. Sources: https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/big-frameworks.md, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/safety.md Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Hades II? URL: https://canyoumod.com/games/hades-ii Verdict: Experimental · Engine: Custom / The Forge · Genre: Roguelike · Last reviewed: 2026-10-04 **Short answer:** Maybe. Hades II (Custom / The Forge) can be modded offline, but expect trial and error with universal-modder. Check Hell2Modding compatibility before planning a small local Lua extension. Why: - A dedicated community loader exists. - Native loader support is sensitive to game updates. - A documented loader alone does not verify a proposed mod. Engine notes: Hell2Modding is a community loader for the game's proprietary engine. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Compatible Hell2Modding release - A separate local save Starter prompt for Claude Code: > Use universal-modder to plan a small Hades II mod for my own offline single-player PC copy. Assess a small cosmetic UI change through the documented Hell2Modding API; first check the game build and loader release. 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. 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. Sources: https://github.com/SGG-Modding/Hell2Modding Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Balatro? URL: https://canyoumod.com/games/balatro Verdict: Experimental · Engine: LÖVE / Lua · Genre: Roguelike · Last reviewed: 2026-10-04 **Short answer:** Maybe. Balatro (LÖVE / Lua) can be modded offline, but expect trial and error with universal-modder. Use the current Steamodded documentation to scope one original Joker. Why: - Steamodded exposes APIs for custom content. - Its loader and dependency requirements must be checked. - Test additions on a separate profile. Engine notes: Steamodded provides a community Lua modding framework. What you need: - A licensed PC copy and a separate save backup - Claude Code or another supported coding agent + universal-modder - Compatible Steamodded and its documented dependencies - A separate test profile Starter prompt for Claude Code: > Use universal-modder to plan a small Balatro mod for my own offline single-player PC copy. Plan one original Joker with a simple scoring rule; confirm the Steamodded version and dependencies before implementation. 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. 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. Sources: https://github.com/Steamodded/smods Documentation-based assessment, reviewed 2026-10-04; 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. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Fortnite? URL: https://canyoumod.com/games/fortnite Verdict: Not recommended · Engine: Unreal Engine · Genre: Battle royale · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Fortnite: The live client requires anti-cheat. Use Fortnite Creative or UEFN through Epic's supported workflow. Why: - The live client requires anti-cheat. - Client injection can put your account at risk. - Epic provides UEFN for approved creative work. Engine notes: Easy Anti-Cheat is required for the PC game. What you need: - No client modification recommended Starter prompt for Claude Code: > Help me design an original island using Fortnite Creative or UEFN. Do not modify the live client, inject code, or bypass anti-cheat. Sources: https://www.epicgames.com/help/c-37371353/a20611857?lang=en-US, https://dev.epicgames.com/documentation/fortnite/project-and-asset-security-in-unreal-editor-for-fortnite?lang=en-US Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod VALORANT? URL: https://canyoumod.com/games/valorant Verdict: Not recommended · Engine: Unreal Engine · Genre: Tactical shooter · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on VALORANT: Vanguard enforces the competitive client boundary. Keep the client unmodified; use built-in settings and official practice modes. Why: - Vanguard enforces the competitive client boundary. - A private match is still an online protected client. - This site does not recommend client mods. Engine notes: Vanguard protects the PC client. What you need: - No client modification recommended Starter prompt for Claude Code: > Help me personalize VALORANT using only its built-in settings. Do not inject, automate gameplay, alter client files or interact with Vanguard. Sources: https://playvalorant.com/en-us/news/game-updates/vanguard-x-valorant/ Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Apex Legends? URL: https://canyoumod.com/games/apex-legends Verdict: Not recommended · Engine: Modified Source engine · Genre: Battle royale · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Apex Legends: EA prohibits third-party software that creates an unfair advantage. Use official practice features and built-in customization. Why: - EA prohibits third-party software that creates an unfair advantage. - Solo practice does not establish an offline modding route. - No supported client-mod route is assessed here. Engine notes: Protected online gameplay is outside the scope of this checker. What you need: - No client modification recommended Starter prompt for Claude Code: > Suggest built-in Apex Legends settings for accessibility and practice. Do not alter client files, inject code or automate gameplay. Sources: https://help.ea.com/en/articles/apex-legends/play-by-the-rules/ Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Rust? URL: https://canyoumod.com/games/rust Verdict: Not recommended · Engine: Unity · Genre: Survival · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Rust: Normal client play uses Easy Anti-Cheat. Keep the client unchanged; consult publisher-supported server administration documentation separately. Why: - Normal client play uses Easy Anti-Cheat. - Server administration differs from modifying a protected client. - This offline checker does not assess server plugins. Engine notes: Easy Anti-Cheat protects normal client play. What you need: - No client modification recommended Starter prompt for Claude Code: > Explain the difference between Rust server administration and client modification. Do not alter my client or bypass Easy Anti-Cheat. Sources: https://support.facepunchstudios.com/hc/en-us/sections/203121909-EAC, https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/engines/unity.md Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Counter-Strike 2? URL: https://canyoumod.com/games/counter-strike-2 Verdict: Not recommended · Engine: Source 2 · Genre: Tactical shooter · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Counter-Strike 2: Valve warns that deliberate injection can lead to a VAC ban. Use official Workshop Tools for maps; keep the competitive client unmodified. Why: - Valve warns that deliberate injection can lead to a VAC ban. - Local creative tools do not authorize live client modification. - Workshop creation is a separate supported workflow. Engine notes: Trusted Mode restricts injected software; VAC-secured play is excluded. What you need: - No client modification recommended Starter prompt for Claude Code: > Help me scope an original map using official Counter-Strike 2 Workshop Tools. Do not inject into the client, change protected files or bypass VAC. Sources: https://help.steampowered.com/en/faqs/view/09A0-4879-4353-EF95 Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Call of Duty: Warzone? URL: https://canyoumod.com/games/warzone Verdict: Not recommended · Engine: Proprietary engine · Genre: Battle royale · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Call of Duty: Warzone: RICOCHET is part of the supported PC experience. Use built-in settings and official modes only. Why: - RICOCHET is part of the supported PC experience. - Unauthorized software can trigger enforcement. - No offline client-modding path is assessed here. Engine notes: RICOCHET protects Warzone on PC. What you need: - No client modification recommended Starter prompt for Claude Code: > Help me find built-in Warzone accessibility options. Do not modify the game client, inject software or interfere with RICOCHET. Sources: https://support.activision.com/articles/ricochet-overview, https://support.activision.com/articles/call-of-duty-security-and-enforcement-policy Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Genshin Impact? URL: https://canyoumod.com/games/genshin-impact Verdict: Not recommended · Engine: Unity · Genre: Action RPG · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Genshin Impact: HoYoverse restricts unauthorized software and derivative client changes. Keep the client unchanged; use built-in appearance and accessibility options. Why: - HoYoverse restricts unauthorized software and derivative client changes. - Solo questing is not an offline modding environment. - Disabling cheat detection is outside the supported service. Engine notes: An online service with cheat-detection and client-modification restrictions. What you need: - No client modification recommended Starter prompt for Claude Code: > Help me use Genshin Impact's built-in customization options. Do not install skin injectors, modify game files, disable cheat detection or emulate private servers. Sources: https://genshin.hoyoverse.com/en-us/company/terms Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Destiny 2? URL: https://canyoumod.com/games/destiny-2 Verdict: Not recommended · Engine: Proprietary engine · Genre: Online shooter · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Destiny 2: The PC game requires BattlEye. Use official in-game systems and supported companion services. Why: - The PC game requires BattlEye. - Solo activities still run inside the protected online service. - Client modification is not recommended. Engine notes: BattlEye is required alongside the PC game. What you need: - No client modification recommended Starter prompt for Claude Code: > Suggest official Destiny 2 customization and accessibility features. Do not modify the client, inject code or interfere with BattlEye. Sources: https://help.bungie.net/hc/en-us/articles/4404263349012-Error-Code-PLUOT Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod League of Legends? URL: https://canyoumod.com/games/league-of-legends Verdict: Not recommended · Engine: Proprietary engine · Genre: MOBA · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on League of Legends: Vanguard is required for the Windows client. Use in-game customization; avoid third-party client injectors. Why: - Vanguard is required for the Windows client. - Practice modes do not remove the protection boundary. - A cosmetic change is not automatically a supported client mod. Engine notes: Riot requires Vanguard while the Windows game and client are active. What you need: - No client modification recommended Starter prompt for Claude Code: > Help me configure League of Legends using only built-in options. Do not alter the client, install skin injectors or interfere with Vanguard. Sources: https://support.riotgames.com/en-us/league-of-legends/performance/riot-vanguard-faq-league-of-legends Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ### Can you mod Fall Guys? URL: https://canyoumod.com/games/fall-guys Verdict: Not recommended · Engine: Unity · Genre: Party · Last reviewed: 2026-10-04 **Short answer:** No. We do not recommend using universal-modder on Fall Guys: Epic requires Easy Anti-Cheat on PC. Use the in-game Creative tools for original levels. Why: - Epic requires Easy Anti-Cheat on PC. - The protected client is outside this modding workflow. - Use approved creative features instead of injection. Engine notes: Easy Anti-Cheat is required for the PC game. What you need: - No client modification recommended Starter prompt for Claude Code: > Help me sketch an original level using Fall Guys Creative. Do not modify the client or disable Easy Anti-Cheat. Sources: https://www.epicgames.com/help/c-32551467/a13812901 Documentation-based safety assessment, reviewed 2026-10-04. No client modding was attempted. This rating concerns universal-modder client changes, not approved creation tools. Unofficial. universal-modder by rehan-remade, MIT. ## Engine guides ### .NET / XNA / FNA URL: https://canyoumod.com/engines/dotnet-xna Terraria, Stardew Valley, and Celeste have established loaders. Start with the one built for your game. Route: Existing loader → one small content mod → in-game test Detection clues: FNA.dll, MonoGame.Framework.dll, Content/*.xnb 1. **Choose the game’s loader** — Use tModLoader for Terraria, SMAPI for Stardew Valley, or Everest for Celeste. For Stardew dialogue and texture changes, start with a Content Patcher pack. 2. **Isolate one experiment** — Back up your saves and make a test world. In tModLoader, use a separate save directory. Add one item with placeholder art before expanding it. 3. **Build, launch, and inspect** — Use the loader’s build workflow and logs. In tModLoader, Build + Reload lives under Workshop → Develop Mods. Check that your item actually appears in the test world. Pitfalls: - Check the installed game, loader, .NET, and architecture versions together. - Keep decompiled reference material local; distribute your own code and assets. Starter prompt: > Use universal-modder to plan a small Terraria mod using tModLoader. Search existing field notes, verify my installed versions, and propose one test item. Back up saves before changes. Ask before installing a loader. Start with placeholder art and verify the result in a separate single-player world. ### Unity URL: https://canyoumod.com/engines/unity Find out whether your game uses Mono or IL2CPP before choosing a loader. The backend changes the route. Route: Identify backend → compatible community loader → minimal plugin Detection clues: UnityPlayer.dll, _Data/, Assembly-CSharp.dll or GameAssembly.dll 1. **Identify Mono or IL2CPP** — Assembly-CSharp.dll in the Managed folder indicates Mono. GameAssembly.dll with global-metadata.dat indicates IL2CPP. Record the game and Unity versions. 2. **Use the community’s route** — Look for the game’s supported API or loader first. BepInEx and MelonLoader builds must match the backend and game version. Do not assume a Mono plugin will work on IL2CPP. 3. **Confirm a clean plugin load** — Start with a small offline change. Check Player.log and the loader log, then test a scene reload. For BepInEx, inspect BepInEx/LogOutput.log. Pitfalls: - IL2CPP stripping can remove methods and generic types a mod expects. - An engine match is not a compatibility guarantee. Anti-cheat protected online clients are outside this guide. Starter prompt: > Use universal-modder to inspect my owned single-player Unity game. Identify Mono or IL2CPP, the Unity version, any anti-cheat, and the community-supported loader. Explain compatibility before installing anything. Propose one small offline mod and a test using the game and loader logs. Do not bypass anti-cheat or DRM. ### Creation Engine / Gamebryo URL: https://canyoumod.com/engines/creation-engine For Bethesda single-player games, begin with records and a separate mod profile. Native plugins come later. Route: Separate profile → record or asset edit → conflict check Detection clues: Data/*.esm, *.bsa or *.ba2 archives, SkyrimSE.exe / Fallout4.exe 1. **Create an isolated profile** — Use Mod Organizer 2 or a suitable mod manager with a new profile. Back up saves and record the game edition, runtime, and installed master files. 2. **Choose the smallest tool** — Use xEdit for record changes and the Creation Kit for supported world or quest editing. Add Papyrus or the game-specific script extender only when the idea requires it. 3. **Inspect conflicts and test** — Check load order and conflicting records. Test on a disposable save. Confirm the changed item or quest in game before adding more content. Pitfalls: - Runtime updates can break script-extender plugins; verify the exact supported version. - Removing scripted mods mid-save can damage that save. Fallout 76’s online client is excluded. Starter prompt: > Use universal-modder to plan a small single-player Skyrim Special Edition mod. Verify my runtime and master files, then choose a simple record edit in xEdit or the Creation Kit. Use an isolated mod-manager profile and a disposable save. Explain conflicts and ask before changing game files. Avoid a script extender unless the idea needs it. --- Generated 2026-10-04. Unofficial · universal-modder by rehan-remade, MIT. Not affiliated with Anthropic or any game developer.