Imported from akillness/jeo-skills (
.agent-skills/dalamud-vfx-editor/SKILL.md). Install upstream withnpx skills add akillness/jeo-skills --skill dalamud-vfx-editor. Copyright stays with the author.
Dalamud VFXEditor
When to use this skill
- Install the main plugin from
/xlpluginsor 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
- Main plugin install — XIVLauncher →
/xlplugins→ VFXEditor →/vfxedit. - Beta plugin — add the upstream
repo.jsonURL in/xlsettings > Experimental, enable only one of main/beta, then use/vfxbeta. - Asset edit — identify the owning file type, snapshot the source, edit a loaded replacement, update, test, and retain rollback evidence.
- 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:
- select Loaded Vfx as the new source;
- select Vfx Being Replaced as the target;
- change only the intended parameters;
- press UPDATE;
- test in a controlled local scenario;
- 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
- Snapshot every source asset and record hashes.
- Change one layer or parameter group at a time.
- Keep main and beta plugin channels mutually exclusive.
- Test attachment, timing, visibility, sound, and frame-time impact.
- 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