Make your own
Which Games Can You Mod with AI? Mod Loaders by Game
Updated October 7, 2026
Before an AI agent can change how a game works, it needs a way to run new code inside that game. For most PC games that way already exists: a mod loader, script extender or plugin SDK that the modding community built years ago. Whether your game has one decides whether an idea takes a weekend or turns into a research project. This guide lists the mod loaders behind every mashup we track, explains what each kind does, and shows which games are realistic starting points.
The words, in plain language
- Mod loader. A framework that loads mods into a game and gives them an API to work with. Fabric and NeoForge for Minecraft, BepInEx for many Unity games, tModLoader for Terraria.
- Script extender. A small library that loads alongside a game and lets plugins call the game’s own functions. SKSE for Skyrim and F4SE for Fallout 4 are the classic examples.
- ASI loader. The simplest kind: it loads
.asiplugin files from a folder and nothing else. Common for the GTA games, where ScriptHookV and plugin-sdk sit on top of it. - Mod manager. A tool for installing other people’s mods, such as Mod Organizer 2, Vortex, Gale or r2modman. Handy, but not what makes modding possible.
With a loader, an agent writes your mod against a documented interface and never touches the game’s own files. That is the path you want.
The mod loaders behind every mashup we track
Here is what the projects on our wall actually use, taken from each creator’s own instructions.
| Game | What the mashups use | Mashups built on it |
|---|---|---|
| Minecraft: Java Edition | Fabric (some also NeoForge) | Almost all of them, as the guest |
| Skyrim Special Edition | SKSE plus Address Library | SkyCraft |
| Fallout 4 | F4SE plus Address Library | FalloutCraft |
| Elden Ring | me3 (offline, anti-cheat off) | Mario in Elden Ring, Minecraft Ring |
| GTA V Legacy | ScriptHookV, plus ReShade or OpenIV | Minecraft in GTA 5, GrandTheftMinecraft, Wither Storm |
| Red Dead Redemption 2 | Script Hook RDR2 | Garry’s Redemption |
| GTA San Andreas | ASI loader and plugin-sdk, on game version 1.0 | San AnSkateas, PipeLink |
| Bully | Derpy’s Script Loader and an ASI loader | BullySkate |
| Valheim, ULTRAKILL | BepInEx | ValCraft, Killcraft, Ultracraft |
| Outer Wilds | Outer Wilds Mod Loader | OWCraft |
| Garry’s Mod | Its own Lua add-ons and binary modules | SkateGM |
| Batman: Arkham Knight, Spider-Man Remastered | Custom DLLs, tied to exact game builds | ArkWeb |
Two other routes show up when there is no loader at all:
- Rewrites. Modern Warfare 2, Skate 3, CS:GO and the World of Warcraft 1.12 client have all been rebuilt in Rust by the community. A rewrite reads data from your own install, so once it exists, other games can be bolted onto it. See MW2 × Skate 3 × Minecraft and CS-Craft.
- Decompilations. Community decompilations of games like Super Mario 64 turn old console games into source code that can be used as a library elsewhere.
Which games are easiest to start with
From the patterns above, a realistic first project uses a host with a mature, well-documented loader and a guest with a mod API:
- Easiest: Skyrim (SKSE), Fallout 4 (F4SE), Minecraft (Fabric), Terraria (tModLoader), Stardew Valley (SMAPI), most Unity games (BepInEx).
- Medium: GTA V and RDR2 story modes (Script Hooks), Elden Ring offline (me3), Outer Wilds, the classic GTA games (they often need a downgrade to an older version first).
- Hard: games with no loader, custom engines tied to one build, or anything you would need to decompile yourself.
- Off limits: online-only games and anything protected by anti-cheat in its online mode. Modding those risks bans and breaks their rules. Every mashup we list runs offline or in single-player.
The combination that makes a project fast is “host has a loader, guest has an API.” SkyCraft is Skyrim’s script extender plus Minecraft’s Fabric: two of the best-documented modding setups anywhere. That is why it worked in days and why so many projects copied it.
Pick the cheapest route
A loader isn’t always necessary. Work down this list and stop at the first route that reaches your idea:
- Data files only. Many ideas fit a game’s own data or content files, with no code at all.
- The loader’s API. Hooks the loader already gives you.
- Patching managed code. For .NET, Mono or Java games without an API for your idea, using patching libraries.
- Native hooks. For C or C++ games with no loader, using proxy DLLs and function hooks.
- Reimplementation or decompilation. Total control, at a much higher cost.
- Mashup or passthrough. Putting one game inside another; see how passthrough mods work.
Ideas that look like they need a native hook often turn out to be a data edit, so ask your agent to check the cheaper routes first.
Install the loader before anything else
A loader is a separate download from the game and from any mashup. Get it from its official site or its long-standing Nexus Mods page, never from a re-upload, and pick the build that matches your exact game version. Then test it with a small, popular existing mod before your agent writes a single line. If the loader doesn’t work on its own, nothing built on top of it will, and you’ll waste hours debugging the wrong layer. Your agent can check which loader version matches your game, but you should install and test it yourself.
Versions matter more than you think
Almost every mashup on our wall pins exact versions. ArkWeb works with one build of Spider-Man Remastered. Minecraft Ring targets Elden Ring 1.17.1. The classic GTA mods need version 1.0. SkyCraft refuses old Skyrim runtimes. Loaders like SKSE and F4SE are themselves built per game version, so a game update can break a mod overnight until the loader catches up. Before you start, write down your game’s exact version, and turn off automatic updates for the duration of the project if your store allows it.
What about Mac and Linux?
Most passthrough mods and loader-based mods target the Windows version of a game, because that is what the loaders support. Running them under Wine or Proton isn’t guaranteed. There are two real exceptions. The Minecraft Crossover Bridge runs Minecraft inside Elden Ring or Monster Hunter: World on Apple Silicon Macs through CrossOver, with careful setup. And the Rust rewrites are cross-platform by design: the project just has to be built for your operating system, and some of them document Linux and macOS steps. World of Skatecraft is primarily a Linux project. If you’re on a Mac, use the finder on our homepage and pick Mac to see what currently runs.
How to check your own game
Ask your AI agent to investigate before it builds anything. A good first request: identify the game’s engine and version, list existing mod loaders and popular mods, check for online play and anti-cheat, find the save folder, and suggest the smallest thing that would prove the idea works. Universal Modder automates this recon step, and our prompts guide has a ready-made version of the request.
If someone has already modded the game, read their source first. You are rarely starting from zero, and every project on our wall credits the work it built on.