GORE (Go-thic Re-make) is a vibe-coded modding and save-editing toolsuite for Gothic 1 Remake. One Rust engine, one CLI, and three Windows apps built on top of it.
Tool⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ |
What it does | Status⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ |
|---|---|---|
| Save Editor | Windows GUI for editing your save files. Never touches the game install. | ✅ Ready to use |
| CLI | All modding from the terminal: item values, text and dialogs, audio, voice, textures, DataAssets, scripts. Start here. | ⚗️ Experimental use |
| Mod Manager | Windows GUI for installing and ordering many mods together. | ⚗️ Experimental use |
| Assistant plugin | The MCP server and the modding skill, installed into Claude Code, Codex or Cursor in one step. | ⚗️ Experimental use |
| Mod Studio | No-code Windows GUI over the same engine, for authoring one mod. | 📋 Planned |
The Flutter GUIs reuse the same Rust engine as the CLI through a dart:ffi
bridge. The CLI is the expert and automation surface; the GUIs package those
contracts into guided workflows instead of maintaining a second engine.
Save Editor is not tied to a specific game version. It edits the save file itself, never the game installation, and is designed to preserve data it does not understand. Its core save editing is stable across game versions, although a future patch can add or change save fields or make the bundled item and location catalogs stale. Keep backups of important saves.
The CLI has been tested with Gothic 1 Remake 1.0.5 (Steam BuildID 24878692); Mod Manager has been tested with 1.0.4a (CL171864). Neither uses a simple version-number lock. Mod Manager compatibility also depends on the individual mod and whether its target files, localization IDs, assets, and script targets exist in the installed game. Import validates the package, but cannot prove runtime compatibility; Apply checks the current installation and reports missing or incompatible targets.
Many offline CLI commands are independent of the installed game version, while
commands that read, build, or deploy game data depend on the relevant formats
and APIs. In particular, the bundled standalone AngelScript compiler checks the
installed Shipping cache format and complete ordered Binds API instead of the
displayed game version. If they do not match, strict standalone compilation
fails safely; the default standalone-then-game mode reports the reason and can
use the game's embedded compiler as a fallback.
| Tool | Version | Release page |
|---|---|---|
| CLI | 0.3.0 | gore-cli-v0.3.0 |
| Mod Manager | 0.2.0 | gore-mod-manager-v0.2.0 |
| Save Editor | 1.4.0 | gore-save-editor-v1.4.0 |
Every release page lists its own assets and changes. The full history is on the releases page. Mod Studio has no release yet — build it from source.
| Area | Status | What you can do | The catch |
|---|---|---|---|
| Item & stat values | Full | Change what items are worth, what weapons do, what NPCs have | Needs UE4SS, which GORE does not install |
| Text & dialogs | Full | Replace localized game text across all 19 catalog slots | Twelve slots are ordinary languages; German and English use multiple generations, while foreign and stagedirections are not languages |
| Dialog authoring | Mostly | Edit shipped topics and build new roots, submenus, multi-level trees and complete conversations with game effects | A first conversation needs an exact already-loaded per-NPC settings module; cross-module new-symbol dependencies need a separate selective complete-cache compile, not dialog minis |
| Audio | Full | Replace music and sound effects | Finding which sound plays where is guesswork |
| Voice-over | Mostly | Replace spoken lines and add voice to authored new lines | Publication requires Vorbis; a new member also needs matching script and localization, and receives generic lip movement rather than exact new lip sync |
| Textures | Full | Replace textures | A few, like the mouse cursors, are stored somewhere this cannot reach |
| DataAssets | Partly | Edit cooked game data | Only assets the engine describes natively; Blueprint ones are refused |
| Scripts | Mostly | Read the game's script code, change it, add your own | Splicing recompiles the WHOLE module, so it also rewrites functions you did not touch. 6,982 of 7,317 modules recompile with no known semantic difference; of the rest most only differ in wording, but 15 hold a loop that recompiles with a bound of zero and never runs — they sit in crime assessment, combat, fear and search AI. emit and compile-module name the module and the risk before you splice |
| Mods & load order | Full | Ship all of the above as one mod, run many together, and install mods that GORE did not build — plain zips, pak files, UE4SS mod folders | Four Nexus mods have run through one real-install campaign; third-party AngelScript and three-way script conflicts remain unqualified |
GORE will not edit your saves — that is the Save Editor — and everything above was seen by one person, on one install.
Get gore.exe from a gore-cli-v*
release, or build it:
cargo build --release -p gore # → target\release\gore.exePoint it at your game once:
$GAME = 'D:\SteamLibrary\steamapps\common\Gothic 1 Remake'
gore config set game-path $GAME # or: gore config detectCheck what you have before you rely on it:
gore doctorIt answers whether that path really is the game, whether UE4SS is there, what is
deployed, and what an interrupted run left behind. Every line that is not ok
carries a fix: line. Worth running now: the mod below is a UE4SS mod, and
without UE4SS it installs cleanly and then does nothing at all.
Then make apples worth 500 gold. Save this as overrides.toml:
[meta]
name = "MyBalanceMod"
[[override]]
class = "ItFo_Apple"
field = "m_Value"
value_int = 500gore gen overrides.toml -o "$GAME\G1R\Binaries\Win64\ue4ss\Mods"Full walkthrough: Getting started.
You can mod with AI agents by installing the plugin, or by manually installing the skill and mcp tools.
claude plugin marketplace add dh0er/gore
claude plugin install gore@gorecodex plugin marketplace add C:\path\to\gore
codex plugin add gore@goreAdd the MCP server to the client configuration:
{
"mcpServers": {
"gore": {
"command": "gore",
"args": ["mcp", "serve"]
}
}
}Link the gore-modding skill from a checkout into the agent's personal skills
directory:
New-Item -ItemType Junction `
-Path <agent-skills-directory>\gore-modding `
-Target C:\path\to\gore\plugins\gore\skills\gore-moddinggore.exe must be on PATH; check with gore --version.
For unattended use, add --allow-write and/or --allow-game-launch to
gore mcp serve to pre-approve writes or game launches. Explicit
--backend standalone compilation needs neither; game, the default
standalone-then-game, and an omitted backend need both because they may use the
game compiler.
Everything lives in docs/.
| Getting started | Install, configure, first mod, which tool for which job |
| Item & stat values | overrides.toml → UE4SS Lua CDO override mod |
| Text & dialogs | Decrypt, edit, re-encrypt the localization .lcache |
| Dialog trees · Dialog authoring | Inspect conversations; edit defaults and behavior; add roots, submenus, multi-level trees and complete conversations |
| Audio · Voice-over | FMOD bank samples; voice-over ZIP archives |
| Textures · DataAssets | Additive UE5 IoStore Zen triplets |
| Scripts | Decompile, recompile, and splice the AngelScript cache |
| Bundling & deploying | One spec → one mod that deploys as a unit |
| Running many mods | gore mgr: library, load order, conflict evidence, preflight/recovery, Apply and Reset |
| CLI reference | Every command, subcommand, and flag |
| AI assistants | Install the plugin, or wire the MCP server up by hand; what gets confirmed with you |
| Mod Studio | The no-code GUI: NPCs, quests, voice, project backups |
| Building | Toolchain, build.py, repo layout, crates, versioning |
The CLI release zip carries the same guide offline: docs\guide.html is one
browsable file with a collapsible sidebar, and docs\*.md is the same content in
Markdown, for grep. The MCP server answers from its own copy, compiled into
gore.exe, so editing those files changes what you read and not what an
assistant is told. Regenerate the HTML any time with gore guide html.
Implementation contracts behind the commands — receipt semantics, seal
guarantees, why a patch is refused — live separately in
docs/reference/. They are not part of the guide.
Requires Windows 10+, a stable Rust toolchain, Python 3, Visual Studio 2022 with "Desktop development with C++", and — for the GUI apps — Flutter with Windows desktop support.
cargo build
cargo testShippable products are driven by the top-level orchestrator. Registered
projects: gore-cli, gore-save-editor, gore-mod-studio, gore-mod-manager.
A project name is also its release-tag prefix and its artifact name.
python build.py <project> build|run|dist|installer|test
python build.py all testRelease tags and manual smoke builds run the same CI quality gates on the exact commit before any product build.
Details, repo layout, and the crate table: Building.
GORE is an independent, unofficial modding toolkit. This repository and its release packages do not include game binaries, assets, or decompiled game-script output. Any required game data is read or generated locally from a game installation supplied by the user.
Game names, trademarks, assets, and other game content remain the property of their respective owners. GORE is not affiliated with or endorsed by the game's developers or publishers.
MIT. See LICENSE.
The MIT License applies to original GORE source code. Third-party components remain subject to their respective licenses; see THIRD_PARTY_LICENSES.md.
