Agent skill
skyrim-papyrus
Compile, decompile, validate, and generate Papyrus scripts. Use when the user wants to write scripts, understand script behavior, fix script errors, or generate script templates for quests, actors, or magic effects.
Install this agent skill to your Project
npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/skyrim-papyrus
SKILL.md
Skyrim Papyrus Module
Compile, decompile, validate, and generate Papyrus scripts using Spooky's AutoMod Toolkit.
Prerequisites
Run all commands from the toolkit directory:
cd "<TOOLKIT_PATH>"
# Example: cd "C:\Tools\spookys-automod-toolkit"
External Tools
Tools are auto-downloaded on first use:
| Tool | Purpose | Notes |
|---|---|---|
| papyrus-compiler | Compiles PSC to PEX | Uses russo-2025/papyrus-compiler (modern, faster) |
| Champollion | Decompiles PEX to PSC | Community decompiler |
Important: The toolkit uses russo-2025's modern compiler, NOT Bethesda's original PapyrusCompiler.exe.
Check tool status:
dotnet run --project src/SpookysAutomod.Cli -- papyrus status
Command Reference
Check Tool Status
dotnet run --project src/SpookysAutomod.Cli -- papyrus status
Download Tools
dotnet run --project src/SpookysAutomod.Cli -- papyrus download
Compile Scripts
dotnet run --project src/SpookysAutomod.Cli -- papyrus compile "<source>" --output "<dir>" --headers "<dir>"
| Option | Description |
|---|---|
<source> |
PSC file or directory |
--output, -o |
Output directory for PEX files |
--headers, -i |
Directory containing script headers |
--optimize |
Enable optimization (default: true) |
Headers Path:
IMPORTANT: Script compilation requires Papyrus script headers (.psc files) from the Creation Kit.
Recommended approach:
- Bethesda base game headers: Copy to
./skyrim-script-headers/ - SKSE headers (optional): Copy to
./tools/papyrus-compiler/headers/skse/ - SkyUI headers (optional): Copy to
./tools/papyrus-compiler/headers/skyui/ - Use
--headers "./skyrim-script-headers"in compile commands - See main README "Papyrus Script Headers" section for setup instructions
Alternative: Reference Creation Kit directly:
- Steam:
C:/Program Files (x86)/Steam/steamapps/common/Skyrim Special Edition/Data/Scripts/Source - GOG:
C:/GOG Galaxy/Games/Skyrim Special Edition/Data/Scripts/Source
SKSE/SkyUI Headers:
- Required for mods using SKSE functions or MCM (SkyUI) menus
- SKSE SDK includes headers for native function calls
- SkyUI provides MCM Helper headers
If headers are missing, compilation will fail with "invalid type" errors.
Decompile Scripts
dotnet run --project src/SpookysAutomod.Cli -- papyrus decompile "<pex>" --output "<dir>"
| Option | Description |
|---|---|
<pex> |
PEX file or directory |
--output, -o |
Output directory for PSC files |
Validate Script Syntax
dotnet run --project src/SpookysAutomod.Cli -- papyrus validate "<psc>"
Generate Script Template
dotnet run --project src/SpookysAutomod.Cli -- papyrus generate --name "<name>" --extends "<type>" --output "<dir>"
| Option | Default | Description |
|---|---|---|
--name |
Required | Script name (no extension) |
--extends |
Quest |
Base type to extend |
--output, -o |
. |
Output directory |
--description |
- | Description comment |
Base Types:
Quest- Quest scriptsActor- Actor scriptsObjectReference- Object reference scriptsMagicEffect- Magic effect scriptsActiveMagicEffect- Active magic effect scriptsAlias- Alias scriptsReferenceAlias- Reference alias scriptsLocationAlias- Location alias scripts
Common Workflows
Create and Compile a Quest Script
# 1. Generate script template
dotnet run --project src/SpookysAutomod.Cli -- papyrus generate --name "MyMod_QuestScript" --extends Quest --output "./Scripts/Source"
# 2. Edit the generated script (add your code)
# 3. Validate syntax before compiling
dotnet run --project src/SpookysAutomod.Cli -- papyrus validate "./Scripts/Source/MyMod_QuestScript.psc"
# 4. Compile to PEX
dotnet run --project src/SpookysAutomod.Cli -- papyrus compile "./Scripts/Source" --output "./Scripts" --headers "./skyrim-script-headers"
# 5. Attach to quest in plugin
dotnet run --project src/SpookysAutomod.Cli -- esp attach-script "MyMod.esp" --quest "MyMod_MainQuest" --script "MyMod_QuestScript"
# 6. Auto-fill script properties from PSC filedotnet run --project src/SpookysAutomod.Cli -- esp auto-fill "MyMod.esp" --quest "MyMod_MainQuest" --script "MyMod_QuestScript" --psc-file "./Scripts/Source/MyMod_QuestScript.psc" --data-folder "C:/Skyrim/Data"
Pro Tip: Auto-fill automatically populates vanilla properties (Keywords, Globals, etc.) by parsing your PSC file and searching Skyrim.esm. This saves significant manual work in the Creation Kit.
Decompile and Analyze Existing Scripts
# 1. Decompile a single script
dotnet run --project src/SpookysAutomod.Cli -- papyrus decompile "./Scripts/SomeScript.pex" --output "./Decompiled"
# 2. Decompile all scripts in a directory
dotnet run --project src/SpookysAutomod.Cli -- papyrus decompile "./Scripts" --output "./Decompiled"
# 3. Read the decompiled source to understand behavior
Create Magic Effect Script
# 1. Generate magic effect script template
dotnet run --project src/SpookysAutomod.Cli -- papyrus generate --name "MyMod_FireEffect" --extends ActiveMagicEffect --output "./Scripts/Source" --description "Fire damage over time effect"
# 2. Compile
dotnet run --project src/SpookysAutomod.Cli -- papyrus compile "./Scripts/Source/MyMod_FireEffect.psc" --output "./Scripts" --headers "./skyrim-script-headers"
Complete Workflow: Script with Auto-Filled Properties```bash
1. Create PSC file with vanilla property references
cat > "./Scripts/Source/MyMod_ConfigScript.psc" << 'EOF' ScriptName MyMod_ConfigScript extends Quest
Keyword Property LocTypeInn Auto Keyword Property LocTypeHouse Auto GlobalVariable Property GameDaysPassed Auto Faction Property PlayerFaction Auto
Event OnInit() Debug.Notification("Config initialized") EndEvent EOF
2. Compile script
dotnet run --project src/SpookysAutomod.Cli -- papyrus compile "./Scripts/Source/MyMod_ConfigScript.psc" --output "./Scripts" --headers "./skyrim-script-headers"
3. Attach to quest
dotnet run --project src/SpookysAutomod.Cli -- esp attach-script "MyMod.esp" --quest "MyMod_ConfigQuest" --script "MyMod_ConfigScript"
4. Auto-fill all vanilla properties from PSC
dotnet run --project src/SpookysAutomod.Cli -- esp auto-fill "MyMod.esp" --quest "MyMod_ConfigQuest" --script "MyMod_ConfigScript" --psc-file "./Scripts/Source/MyMod_ConfigScript.psc" --data-folder "C:/Skyrim/Data"
Output:
Filled property 'LocTypeInn' with Skyrim.esm:0x01CB87
Filled property 'LocTypeHouse' with Skyrim.esm:0x01CB88
Filled property 'GameDaysPassed' with Skyrim.esm:0x000038
Filled property 'PlayerFaction' with Skyrim.esm:0x0001DB9A
**Why This Matters:**
- Auto-fill uses **type-aware matching** to prevent wrong property assignments
- For example, it won't confuse `LocTypeInn` (Keyword) with `RiverwoodInn` (Location)
- Saves hours of manual property filling in Creation Kit
- Works with arrays: `Keyword[] Property AllLocTypes Auto`
## Script Template Examples
### Quest Script (OnInit)
```papyrus
ScriptName MyMod_QuestScript extends Quest
{Main quest controller}
;-- Properties --
GlobalVariable Property MyMod_Enabled Auto
;-- Events --
Event OnInit()
If MyMod_Enabled.GetValue() == 1
Debug.Notification("My Mod initialized!")
EndIf
EndEvent
;-- Functions --
Function DoSomething()
; Your code here
EndFunction
Actor Script
ScriptName MyMod_ActorScript extends Actor
{Script attached to an actor}
Event OnLoad()
Debug.Trace("Actor loaded: " + GetDisplayName())
EndEvent
Event OnDeath(Actor akKiller)
Debug.Notification(GetDisplayName() + " was killed!")
EndEvent
ActiveMagicEffect Script
ScriptName MyMod_EffectScript extends ActiveMagicEffect
{Script for a magic effect}
Event OnEffectStart(Actor akTarget, Actor akCaster)
Debug.Notification("Effect started on " + akTarget.GetDisplayName())
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
Debug.Notification("Effect ended")
EndEvent
Troubleshooting Script Errors
Common Compilation Errors
"Compilation failed" with no details:
- The toolkit now shows detailed compiler output when compilation fails
- If you see this without details, it's a bug - report it with the command you ran
"Missing header files", "invalid type", or "unknown type":
- Script headers are NOT included with the toolkit (Bethesda copyright)
- You must install them manually - see README "Papyrus Script Headers" section
- Verify headers path points to
./skyrim-script-headersor Creation Kit location - Headers must contain files like
Actor.psc,Game.psc,Quest.psc, etc. - Without headers, the compiler cannot understand base types and will fail
Compiler not found:
- Run
papyrus statusto check if compiler is installed - Run
papyrus downloadto install the compiler if missing
"Script extends unknown type":
- Ensure base type is spelled correctly
- Common types: Quest, Actor, ObjectReference, MagicEffect
"Property not found":
- Properties must be filled in the Creation Kit
- Use
GlobalVariable Property MyVar Autofor globals
"Function not found":
- Check function exists in the parent type
- Papyrus is case-insensitive for identifiers
Decompilation Issues
"Failed to decompile":
- Some heavily obfuscated scripts may not decompile
- Try newer Champollion versions
Important Notes
- Headers MUST be installed - Papyrus compilation will FAIL without script headers. See README for setup.
- SKSE/SkyUI headers for advanced mods - Place in
tools/papyrus-compiler/headers/{skse,skyui}/for MCM menus and native functions - Scripts/Source vs Scripts - Source (.psc) goes in Source folder, compiled (.pex) in Scripts
- Property auto-fill - Use
esp auto-fillto automatically populate vanilla properties from PSC files instead of manual Creation Kit filling - Type-aware property matching - Auto-fill prevents wrong type matches (e.g., Location vs Keyword with similar names)
- Case insensitivity - Papyrus identifiers are case-insensitive
- Use
--jsonflag for machine-readable output when scripting
JSON Output
All commands support --json for structured output:
dotnet run --project src/SpookysAutomod.Cli -- papyrus status --json
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