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dalamud-vfx-editor

dalamud-vfx-editor

github.com/akillnessCreative & media5352 installsUpdated 4d ago
Repository

About dalamud-vfx-editor

Dalamud VFXEditor is a skill for installing and using the Dalamud VFXEditor plugin to inspect and edit Final Fantasy XIV effects and related assets. It covers file-type selection, backups, beta metadata checks, and verification of local edits.

Key features

  1. 01Install main or beta plugin
  2. 02Identify asset types for effects and animations
  3. 03Snapshot files with SHA-256 manifests
  4. 04Edit and replace loaded effects
  5. 05Inspect release metadata

Use cases

  1. 01Set up the VFXEditor plugin
  2. 02Find the file type behind an effect change
  3. 03Back up an asset before editing
  4. 04Review beta plugin release details

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/akillness/jeo-skills --skill dalamud-vfx-editor

After installing, type/dalamud-vfx-editorin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

evals/
evals.json
references/
file-types-and-workflow.md
upstream.md
scripts/
snapshot_asset.py
inspect_repo_manifest.py

Details

From the project README

Dalamud VFXEditor

When to use this skill

  • Install the main plugin from /xlplugins or configure the beta repository.
  • Identify which FFXIV file type owns an effect, animation, timeline, sound, or material change.
  • Replace and edit an effect while preserving a rollback copy.
  • Inspect plugin release metadata or contribute to the C# source.

Use only on user-owned local files and authorized modding workflows. Do not use this skill to bypass service controls, distribute copyrighted game assets, or interfere with other players.

Instructions

Step 1: Pick the operating lane
  1. Main plugin install — XIVLauncher → /xlplugins → VFXEditor → /vfxedit.
  2. Beta plugin — add the upstream repo.json URL in /xlsettings > Experimental, enable only one of main/beta, then use /vfxbeta.
  3. Asset edit — identify the owning file type, snapshot the source, edit a loaded replacement, update, test, and retain rollback evidence.
  4. Source contribution — clone a pinned commit, restore/build the VFXEditor.csproj, and follow current Dalamud SDK requirements.
Step 2: Identify the owning file type

Use references/file-types-and-workflow.md. Common choices:

  • .avfx — particles and glow without character motion;
  • .pap — character animation;
  • .tmb — timeline triggers for effects, animation, and sound;
  • .scd — music and sound effects;
  • .atex / .tex — effect/UI/model textures;
  • .shpk / .shcd — shader packages and individual shaders;
  • .mtrl / .mdl — materials and meshes.

If the user only wants to hide selected effects, route to the upstream author's EasyEyes recommendation rather than constructing a replacement.

Step 3: Snapshot before editing
python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py \
  /path/to/effect.avfx --output-dir ./vfx-backups

The script copies bytes unchanged and writes a SHA-256 manifest. Keep the original, working copy, exported replacement, and test result separate.

Step 4: Perform the smallest edit

In VFXEditor:

  1. select Loaded Vfx as the new source;
  2. select Vfx Being Replaced as the target;
  3. change only the intended parameters;
  4. press UPDATE;
  5. test in a controlled local scenario;
  6. revert immediately if timing, attachment, visibility, sound, or performance is wrong.

For complete skill replacement, inspect the .tmb timeline rather than forcing every change into .avfx.

Step 5: Inspect release metadata when using beta builds
python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json --json

Confirm internal name, assembly version, Dalamud API level, repository URL, and download links. Main and beta builds cannot be enabled together.

Step 6: Build source only in a compatible environment

The inspected project uses Dalamud.NET.Sdk/15.0.0, locked NuGet packages, and Debug, Release, and Beta configurations. Do not promise a successful build without a compatible Dalamud development installation. Prefer:

dotnet restore VFXEditor/VFXEditor.csproj --locked-mode
dotnet build VFXEditor/VFXEditor.csproj -c Debug --no-restore

Use the current upstream files as authority because Dalamud APIs and package versions change.

Step 7: Verify and hand off

Report source hash, edited file type, target path, change summary, plugin channel, game/Dalamud versions, test scenario, observed result, and rollback path. Never package unmodified game assets into the skill or repository.

Examples

Inspect the official beta manifest
curl -fsSLO https://raw.githubusercontent.com/0ceal0t/Dalamud-VFXEditor/main/repo.json
python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json
Back up a timeline before replacement
python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py action.tmb

Best practices

  1. Snapshot every source asset and record hashes.
  2. Change one layer or parameter group at a time.
  3. Keep main and beta plugin channels mutually exclusive.
  4. Test attachment, timing, visibility, sound, and frame-time impact.
  5. Share patches or authored assets, not copyrighted game data.

References

  • references/file-types-and-workflow.md — file ownership and edit checklist.
  • references/upstream.md — installation, build metadata, revision, and license.
  • Dalamud VFXEditor
  • Upstream guides

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