| name | skyrim-esp |
| description | Create and modify Skyrim plugin files (.esp/.esl). Use when the user wants to create a mod, add weapons, armor, spells, perks, books, quests, NPCs, or globals to a plugin. Also use when inspecting existing plugins or merging mods. |
Skyrim ESP Module
Create, inspect, and modify Skyrim plugin files using the ESP module of Spooky's AutoMod Toolkit.
Prerequisites
Run all commands from the toolkit directory:
cd "C:\Users\spook\Desktop\Projects\3. Development\skyrim-mods\spookys-automod-toolkit"
Command Reference
Create a Plugin
dotnet run --project src/SpookysAutomod.Cli -- esp create "<name>.esp" [options]
| Option | Description |
|---|---|
--light |
Create as ESL-flagged light plugin |
--author "Name" |
Set author in header |
--output "./path" |
Output directory |
Inspect a Plugin
dotnet run --project src/SpookysAutomod.Cli -- esp info "<plugin>"
dotnet run --project src/SpookysAutomod.Cli -- esp list-masters "<plugin>"
Add Records
Books (work immediately, no model needed):
dotnet run --project src/SpookysAutomod.Cli -- esp add-book "<plugin>" "<editorId>" --name "Name" --text "Content..." --value 50
Weapons (require --model to be visible):
dotnet run --project src/SpookysAutomod.Cli -- esp add-weapon "<plugin>" "<editorId>" --name "Name" --type sword --damage 25 --model iron-sword
Model presets: iron-sword, steel-sword, iron-dagger, hunting-bow
Armor (require --model to be visible):
dotnet run --project src/SpookysAutomod.Cli -- esp add-armor "<plugin>" "<editorId>" --name "Name" --type heavy --slot body --rating 40 --model iron-cuirass
Model presets: iron-cuirass, iron-helmet, iron-gauntlets, iron-boots, iron-shield
Spells (require --effect to function):
dotnet run --project src/SpookysAutomod.Cli -- esp add-spell "<plugin>" "<editorId>" --name "Name" --effect damage-health --magnitude 50 --cost 45
Effect presets: damage-health, restore-health, damage-magicka, restore-magicka, damage-stamina, restore-stamina, fortify-health, fortify-magicka, fortify-stamina, fortify-armor, fortify-attack
Perks (require --effect to function):
dotnet run --project src/SpookysAutomod.Cli -- esp add-perk "<plugin>" "<editorId>" --name "Name" --description "Effect" --effect weapon-damage --bonus 25 --playable
Effect presets: weapon-damage, damage-reduction, armor, spell-cost, spell-power, spell-duration, sneak-attack, pickpocket, prices
Quests:
dotnet run --project src/SpookysAutomod.Cli -- esp add-quest "<plugin>" "<editorId>" --name "Name" --start-enabled
Globals (configuration variables):
dotnet run --project src/SpookysAutomod.Cli -- esp add-global "<plugin>" "<editorId>" --type float --value 1.5
NPCs (record only - need race/face data for visibility):
dotnet run --project src/SpookysAutomod.Cli -- esp add-npc "<plugin>" "<editorId>" --name "Name" --level 20 --essential
Script Attachment
dotnet run --project src/SpookysAutomod.Cli -- esp attach-script "<plugin>" --quest "<questId>" --script "<scriptName>"
SEQ File Generation
Required for start-enabled quests:
dotnet run --project src/SpookysAutomod.Cli -- esp generate-seq "<plugin>" --output "./SEQ"
Merge Plugins
dotnet run --project src/SpookysAutomod.Cli -- esp merge "<source>.esp" "<target>.esp" --output "Merged.esp"
Common Workflows
Create a Complete Weapon Mod
# 1. Create plugin
dotnet run --project src/SpookysAutomod.Cli -- esp create "MyWeaponMod.esp" --light --author "YourName"
# 2. Add weapon with model
dotnet run --project src/SpookysAutomod.Cli -- esp add-weapon "MyWeaponMod.esp" "MyWeapon_Sword" --name "Blade of Power" --type sword --damage 35 --value 500 --model iron-sword
# 3. Verify
dotnet run --project src/SpookysAutomod.Cli -- esp info "MyWeaponMod.esp"
Create a Spell Pack
# Create plugin
dotnet run --project src/SpookysAutomod.Cli -- esp create "SpellPack.esp" --light
# Add damage spell
dotnet run --project src/SpookysAutomod.Cli -- esp add-spell "SpellPack.esp" "SP_Fireball" --name "Greater Fireball" --effect damage-health --magnitude 75 --cost 60
# Add healing spell
dotnet run --project src/SpookysAutomod.Cli -- esp add-spell "SpellPack.esp" "SP_Heal" --name "Major Healing" --effect restore-health --magnitude 100 --cost 50
# Add buff spell
dotnet run --project src/SpookysAutomod.Cli -- esp add-spell "SpellPack.esp" "SP_Fortify" --name "Warrior's Blessing" --effect fortify-health --magnitude 50 --duration 120 --cost 80
Create a Perk Overhaul
# Create plugin
dotnet run --project src/SpookysAutomod.Cli -- esp create "PerkMod.esp" --light
# Combat perks
dotnet run --project src/SpookysAutomod.Cli -- esp add-perk "PerkMod.esp" "PM_WeaponMaster" --name "Weapon Master" --description "+20% weapon damage" --effect weapon-damage --bonus 20 --playable
# Magic perks
dotnet run --project src/SpookysAutomod.Cli -- esp add-perk "PerkMod.esp" "PM_Efficiency" --name "Magical Efficiency" --description "Spells cost 25% less" --effect spell-cost --bonus 25 --playable
# Stealth perks
dotnet run --project src/SpookysAutomod.Cli -- esp add-perk "PerkMod.esp" "PM_Assassin" --name "Assassin's Strike" --description "3x sneak attack damage" --effect sneak-attack --bonus 200 --playable
Add Content to Existing Mod
# Check what's in the mod
dotnet run --project src/SpookysAutomod.Cli -- esp info "ExistingMod.esp"
# Add new content
dotnet run --project src/SpookysAutomod.Cli -- esp add-weapon "ExistingMod.esp" "NewWeapon" --name "Added Sword" --damage 30 --model steel-sword
# Verify addition
dotnet run --project src/SpookysAutomod.Cli -- esp info "ExistingMod.esp"
Important Notes
- Always use
--modelfor weapons and armor - without it they'll be invisible - Always use
--effectfor spells and perks - without it they won't function - EditorIDs must be unique - use a prefix like
MyMod_to avoid conflicts - Light plugins (.esl) have a 2048 record limit but don't use a load order slot
- Start-enabled quests require SEQ files - generate with
generate-seqcommand - Use
--jsonflag for machine-readable output when scripting
JSON Output
All commands support --json for structured output:
dotnet run --project src/SpookysAutomod.Cli -- esp info "MyMod.esp" --json