cs2-modding-setuplisted
Install: claude install-skill CitiesSkylinesModding/agents-plugins
# Setting up a Cities: Skylines II modding environment
Five things, provisioned separately and none of them required: a **decompile** of the installed game, the game's **developer launch options**, a **debug patch** that lets a debugger attach to it, a **mod corpus** to read from, and a readable copy of the game's **UI bundle**, which ships as one minified line.
Take the request as it comes rather than asking the user for a keyword.
No argument, or anything that reads as "set me up", runs first-time setup.
A game update, a stale decompile, or "does this still match my game" is the refresh branch.
"What should I read for X" consults the catalog and clones nothing unless asked.
An unavailable debug menu or UI debugging port is step 3 alone — the developer launch options — with nothing else run.
A UI bundle copy to create is step 5's readable-copy extra alone; one that exists but is stale is the refresh branch.
Verified against game version 1.6.0f1.
Where a command differs by platform, it is given for Windows (PowerShell) and for Linux (bash), where the game runs under Proton.
A `VOLATILE:` or `UNVERIFIED:` marker in this skill's references follows the plugin-wide policy the `cs2-modding` trunk skill states: a label naming what moves or what went unconfirmed, with unmarked prose holding as architecture.
**IMPORTANT: follow this skill's steps and references on anything they own — or at the very least grep them before acting on a remembered path, version or flag, because every