Universal Modder Game Guides
Start with a game you own and one change you can check in play. Each guide below pairs Universal Modder's planning workflow with the game's own modding route, a small first project and a known working setup.
Choose your game
| Game guide | Starting route | First-project scope |
|---|---|---|
| Minecraft | Java Edition with a matching loader; separate Bedrock route | A single block using the fixed Fabric exercise |
| Baldur's Gate 3 | Official Toolkit and the project's declared dependencies | A small data change in a separate save |
| Terraria | tModLoader | One item before a larger weapon system |
| GTA V | ScriptHookV with the matching game edition | A small Story Mode plugin |
| Elden Ring | The documented offline mod route | A narrow change in a separate offline save |
| Project Zomboid | The installed build's Lua and data mod system | A small change in a new test world |
| Age of Empires II DE | The built-in scenario editor | One timed message in a single-player scenario |
| Dragon's Dogma 2 | REFramework matched to the documented game build | One isolated script behavior |
| Risk of Rain 2 | The game's documented plugin route | A small single-player experiment |
| Valheim | A version-matched mod environment | One change in a separate local world |
| Fallout 4 | The route appropriate to the game executable and project | A small change in a test save |
| Portal 2 | Source mapping and game content tools | A small test chamber change |
Check compatibility before installing
Record the game's edition, build, operating system and loader before asking the agent to change files. A Java Minecraft recipe does not apply to Bedrock, a GTA V Legacy example needs separate work for Enhanced, and a Project Zomboid Build 41 package needs its own porting work for Build 42.
Each guide lists the versions its route needs. Game updates and multiplayer sessions can break a working route, so match your build to the guide before you start and use its checkpoints to record your own build, loading and gameplay results. The compatibility FAQ explains how the wider engine playbooks apply to other games.
Explore complete projects
For a deeper source study, open Terraria's Fal Arsenal, the San Franciscans civilization for AoE2 or Minecraft inside GTA V. Each example explains its architecture, exact versions and known limitations. Start with the smaller project in the game guide before attempting a cross-game integration or a complete civilization.
Read a field note
The Universal Modder knowledge index on GitHub lists 99 field notes. Open the note for your game to see its versions, checks and open work, then compare them with your own installation before you reuse its route.
Prepare your own project
Complete Universal Modder installation, use a game-modding planning prompt and follow the first-mod tutorial to create a backup and a small success check. Keep your first project in a practice environment, then return to its guide's troubleshooting steps if the observed result differs from the plan.