SE Core — workspace setup and mod-type routing
Run this before touching any other SE skill on a new session. Confirms the workspace is wired up and steers to the right domain skill.
Workspace check (do this first)
Read references/workspace-checks.md and walk through the four paths. For each one that's not mounted in the workspace, tell the user exactly what to add and why. You don't need all four to work — missing dirs just mean less context.
Mod catalogue
If the Workshop mod directory is mounted, check for MOD_CATALOGUE.md at its root:
- Present and fresh → read silently.
- Present but >30 days old → offer to refresh.
- Absent → offer to build one (indexes subscribed mods for reference-by-name).
Format spec, scan rules, and Workshop-ID → framework mappings: references/catalogue-workflow.md. The living template is MOD_CATALOGUE.template.md; copy it into the Workshop dir when building the first catalogue.
DLC / patch check
Compare [SE]\Content\Data\Game\DLCs.sbc SubtypeIds against ../se-troubleshooting/references/dlc-catalogue.md. Flag any new SubtypeIds that aren't in the catalogue — a patch likely shipped new content and warrants research before deeper work.
Mod type routing
Ask the user via AskUserQuestion:
| Option | Route to |
|---|---|
| I'm new to modding | se-getting-started |
| Working on a mod | Follow up with type question (below) |
| Torch or Pulsar plugin | se-plugins |
| Just ask | Answer directly; no further setup |
For "Working on a mod", the type question maps:
| Type | Route to |
|---|---|
| Brand new SBC/XML mod | se-sbc (+ se-assets if custom 3D/textures) |
| Framework mod | se-frameworks |
| Compiled C# — session component / game logic | se-csharp |
| Compiled C# — Text Surface Script (LCD) | se-tss |
| Programmable Block script | se-pb-scripts |
Mod type table (know which one you're on)
The five mod types differ significantly. See references/mod-types.md for the reference table (how each runs, C# access, invocation). Getting this wrong wastes hours — always confirm the type before writing code.
Session journal
Every mod project should carry a MOD_MAKING_NOTES.md — records decisions, bugs fixed, unfinished work. Read at session start, update after significant work. Template: MOD_MAKING_NOTES.template.md. Rationale: references/session-journal.md.
Key paths
Absolute-path reference ([SE], [ModSDK], [Steam], %AppData%): references/key-paths.md.