# AI use cases for Universal Modder (rehan-remade/universal-modder)

Repo: [rehan-remade/universal-modder](https://github.com/rehan-remade/universal-modder) | Use cases: 5 | Page: https://dedupedai.com/use-cases/rehan-remade-universal-modder/

Universal Modder is a set of AI agent skills, a fal MCP server and a `um` command line tool that let an agent find, reverse engineer, mod and test PC games you own.

This file holds every use case of this repo. Each one starts with a "## " heading and ends with its URL.

- Scan a game install and plan a mod route: https://dedupedai.com/use-cases/rehan-remade-universal-modder/scan-a-game-and-plan-a-mod/
- Make game sprites and art with fal: https://dedupedai.com/use-cases/rehan-remade-universal-modder/make-game-sprites-with-fal/
- Turn a 3D model into game sprite frames: https://dedupedai.com/use-cases/rehan-remade-universal-modder/turn-a-3d-model-into-game-sprites/
- Record a mod showcase video from the game window: https://dedupedai.com/use-cases/rehan-remade-universal-modder/record-a-mod-showcase-video/
- Share a field note so the next agent starts ahead: https://dedupedai.com/use-cases/rehan-remade-universal-modder/share-a-field-note-after-a-mod/

## How to scan a game install and plan a mod route with Universal Modder

Repo: [rehan-remade/universal-modder](https://github.com/rehan-remade/universal-modder) | Difficulty: Intermediate | Time: 45 minutes | Basis: From the README

Find the engine, version and modding route for a game you own before writing any code.

**Who it is for:** A PC gamer who wants to mod a game they own and does not yet know its engine, anti-cheat status or the best modding route.

**The problem:** Starting a mod blind wastes time. You need to know whether the game is managed or native, which loaders exist and whether anti-cheat blocks the plan.

**The outcome:** A fingerprint of the game with ranked modding routes, and a MODDING_PLAN.md file the agent can follow.

### Steps

1. Install the CLI: `uv tool install git+https://github.com/rehan-remade/universal-modder`
2. Run `um scan` to find Steam, Epic and Xbox installs and report the engine, version, anti-cheat, installed loaders, save folders and ranked routes.
3. Run `um kb search "<game name>"` to check for field notes from earlier mods of the same game. (inferred, check the README)
4. Open the repo in your agent and ask it to use the game-recon skill on the game you chose, then save the plan as MODDING_PLAN.md.

### Prompt to paste into your agent

```text
In the universal-modder repo, use the game-recon skill on the game at <game install path>. Run `um scan` and `um kb search` for it, then write MODDING_PLAN.md with the engine, version, anti-cheat status and the ranked routes. Verify that the plan names the engine and lists at least one route.
```

### Caveat

The README says scan results are fingerprints and ranked routes, so confirm the engine and anti-cheat status yourself before you change any game files.

Risk, reverse engineering: Recon can point toward decompiling or inspecting game code, so check the game's license and only work on games you own.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/rehan-remade-universal-modder/scan-a-game-and-plan-a-mod/

## How to make game sprites and art with fal with Universal Modder

Repo: [rehan-remade/universal-modder](https://github.com/rehan-remade/universal-modder) | Difficulty: Intermediate | Time: 45 minutes | Basis: From the README

Generate sprites with fal, cut out the background and fit them for a game you are modding.

**Who it is for:** A modder who needs new art for a game and has no artist, and who wants the agent to make it.

**The problem:** Generated images often have a flat background and the wrong size or style for a game, so they need cleanup before they can be used.

**The outcome:** Sprite files with real transparency, ready to drop into a mod, plus a manifest of every generation.

### Steps

1. Store your fal key once with `um fal key set`.
2. Generate a sprite with `um fal sprite` (inferred: check `um fal --help` for the prompt and output arguments). (inferred, check the README)
3. Cut out the background with `um sprite cutout` (inferred: check `um sprite --help` for the input and output arguments). (inferred, check the README)
4. Fit the sprite to the game's size with `um sprite fit` (inferred: check `um sprite --help` for the size arguments). (inferred, check the README)

### Prompt to paste into your agent

```text
Using the universal-modder repo and the fal-assets and asset-pipeline skills, make a sprite of <what you want> for <game name> with `um fal sprite`, then cut it out and fit it to <size in pixels>. Verify that the output PNG has a transparent background and the requested size.
```

### Caveat

The README gives no exact sprite command arguments, so check `um fal --help` and `um sprite --help` before running the steps.

Risk, credentials: Your fal API key is stored in the desktop keyring or in ~/.secrets/fal-key, so keep it private and do not paste it into prompts or logs.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/rehan-remade-universal-modder/make-game-sprites-with-fal/

## How to turn a 3D model into game sprite frames with Universal Modder

Repo: [rehan-remade/universal-modder](https://github.com/rehan-remade/universal-modder) | Difficulty: Advanced | Time: 1 hour | Basis: From the README

Render a GLB 3D model into sprite frames from a game-style camera for a 2D or isometric mod.

**Who it is for:** A modder adding a unit or object to a strategy or 2D game who has a 3D model and needs sprites that match the game's camera.

**The problem:** A 3D model does not fit a sprite-based game until it is rendered from the right camera angle and cleaned into frames.

**The outcome:** Sprite frames rendered from the game's camera, with a team colour mask if the game needs one.

### Steps

1. Install Blender and the CLI with `uv tool install git+https://github.com/rehan-remade/universal-modder`.
2. Make or fetch a GLB model, for example with `um fal model3d` (inferred: check `um fal --help` for the arguments). (inferred, check the README)
3. Render frames with `um render3d` using a camera mode such as `aoe2`, `iso8`, `trueiso`, `topdown`, `side` or `turntable` (inferred: check `um render3d --help` for the input and output arguments). (inferred, check the README)
4. Make a team colour mask with `um sprite team-mask` if the game needs team colours (inferred: check `um sprite --help`). (inferred, check the README)

### Prompt to paste into your agent

```text
In the universal-modder repo, use the asset-pipeline skill to render the GLB at <model path> into sprite frames with `um render3d` using the <camera mode> mode. Verify that the output folder has one frame per heading and that the frames have transparent backgrounds.
```

### Caveat

The README says render3d needs Blender and supports named camera modes, but the exact command arguments are not in the README, so check `um render3d --help` first.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/rehan-remade-universal-modder/turn-a-3d-model-into-game-sprites/

## How to record a mod showcase video from the game window with Universal Modder

Repo: [rehan-remade/universal-modder](https://github.com/rehan-remade/universal-modder) | Difficulty: Intermediate | Time: 30 minutes | Basis: From the README

Capture the game window with its own audio, pick the best moments and cut a styled video.

**Who it is for:** A modder who has a working mod and wants a short video to share with other players.

**The problem:** Screen recordings often pick up desktop noise and need editing, and it takes time to find the good moments.

**The outcome:** A cut video of the mod running, recorded from the game window with only the game's audio.

### Steps

1. Install the CLI and ffmpeg, then run the game with your mod loaded.
2. Ask your agent to use the showcase-video skill on the game window.
3. Let the agent pick the moments and write an EDL file that lists the cuts.
4. Review the cut video and fix any cut that looks wrong before you share it.

### Prompt to paste into your agent

```text
In the universal-modder repo, use the showcase-video skill to record the window of <game name> while the mod runs, with only the game's audio, then cut a video from an EDL. Verify that the output video plays and contains the mod's changes.
```

### Caveat

The README names the showcase-video skill and ffmpeg but gives no command syntax, so follow the skill's instructions and check each cut yourself.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/rehan-remade-universal-modder/record-a-mod-showcase-video/

## How to share a field note so the next agent starts ahead with Universal Modder

Repo: [rehan-remade/universal-modder](https://github.com/rehan-remade/universal-modder) | Difficulty: Intermediate | Time: 30 minutes | Basis: From the README

Write up how a game was modded and open a pull request to the knowledge base.

**Who it is for:** A modder or agent who has finished a mod and wants the next agent to skip the same traps.

**The problem:** Each mod repeats the same traps when nobody records the working versions, the route and the gotchas.

**The outcome:** A field note in the knowledge base, checked by the CLI and submitted as a pull request after your OK.

### Steps

1. Search for existing notes with `um kb search "<game name>"`. (inferred, check the README)
2. Create a note with `um kb new --game "<Game>" --title "<title>" --from-scan <scan name> --agent "<agent name>"`. (inferred, check the README)
3. Check the note with `um kb check <path to the note file>`. (inferred, check the README)
4. After your human says OK, open the pull request with `um kb pr <path to the note file> --yes`. (inferred, check the README)

### Prompt to paste into your agent

```text
In the universal-modder repo, search the knowledge base for <game name>, write a field note with `um kb new` that covers the versions, route, verification and gotchas, then run `um kb check` on it. Verify that the check passes before you run `um kb pr` after the human approves.
```

### Caveat

The CONTRIBUTING rules forbid game files and decompiled dumps in notes, so check the note for those before you submit it.

Risk, credentials: The `um kb pr` command pushes a branch and opens a pull request under your GitHub access, so get your human's OK first.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/rehan-remade-universal-modder/share-a-field-note-after-a-mod/
