DA

dayz-launch-objectbuilder

Opens DayZ Object Builder from the terminal with support for specific file or mod folder targeting.

Install

mkdir -p .claude/skills/dayz-launch-objectbuilder && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/18228" && unzip -o skill.zip -d .claude/skills/dayz-launch-objectbuilder && rm skill.zip

Installs to .claude/skills/dayz-launch-objectbuilder

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

Open Object Builder (DayZ Tools' .p3d model editor) from the CLI, optionally pointed at a specific .p3d file or mod folder. Spawns detached so the shell returns immediately. Requires /dayz-setup-objectbuilder to have been run once on the machine. Replaces clicking through Steam → DayZ Tools → Object Builder → File → Open.
323 charsno explicit “when” triggerlonger than Claude Code's old 250-char listing cap (fine on current versions)
Beginner

Key capabilities

  • Launch Object Builder from the CLI
  • Optionally open a specific .p3d file
  • Optionally set the working directory to a mod folder
  • Spawn Object Builder as a detached process
  • Verify registry configuration for Object Builder

How it works

The skill locates ObjectBuilder.exe, verifies its registry configuration, and then launches it as a detached process. It can also pre-load a .p3d file or set the working directory based on user arguments.

Inputs & outputs

You give it
Optional --file path or --mod name
You get back
DayZ Object Builder launched as a detached process

When to use dayz-launch-objectbuilder

  • Open 3D model in Object Builder
  • Launch editor for specific mod folder
  • Open .p3d file

About this skill

<!-- skill-dir-note -->

Path note: <skill-dir> in commands below is the absolute path of this skill's folder. When the agent loads this skill the harness exposes the skill's base directory; substitute it before running. Sibling skills are reached via <skill-dir>\..\dayz-X\.

/dayz-launch-objectbuilder

Open Object Builder without leaving the terminal. Optionally pre-loads a .p3d, or sets the working folder to a specific mod's P:\<ModName>\ so the file dialog opens inside it.

Follow .claude/skills/_shared/dayz-conventions.md.

What it does

  1. Gates on /dayz-preflight.
  2. Locates ObjectBuilder.exe via DayZ Tools.
  3. Verifies the registry has been populated by /dayz-setup-objectbuilder — fails with a clear hint if not.
  4. Resolves the open target:
    • --file <path> → opens that .p3d directly.
    • --mod <ModName> → sets working dir to P:\<ModName>\ so the open-dialog lands there.
    • Neither → no argument; Object Builder opens its last-used file.
  5. Spawns ObjectBuilder.exe with DETACHED_PROCESS so the shell returns immediately. The window may take 2-5s to appear.

How to run

Just open the editor:

python "<skill-dir>\launch.py"

Open a specific .p3d:

python "<skill-dir>\launch.py" --file P:\MyMod\data\model.p3d

Open with a mod folder as working directory:

python "<skill-dir>\launch.py" --mod MyMod

(Requires P:\MyMod\ to exist — typically created by /dayz-new-mod.)

When to run

  • Anytime you need to inspect or edit a .p3d model.
  • After /dayz-new-mod produced a scaffold and you want to drop a model into data/.
  • Before adding LODs, named selections, or memory points to a custom asset.

Output

DayZ Object Builder launcher

[OK]    P:\ mounted
[OK]    DayZ Tools: ...
[OK]    Vanilla data: P:\dz
[OK]    P:\Mods junction valid

[OK]    ObjectBuilder.exe: ...\Bin\ObjectBuilder\ObjectBuilder.exe
[OK]    Registry configured
[INFO]  Opening: P:\MyMod\data\model.p3d

[OK]    Object Builder launched (PID 12345). The window may take a few seconds to appear.

Flag rules

  • --file and --mod are mutually exclusive — pass one or neither.
  • --file accepts an absolute path. Warns if the extension isn't .p3d (Object Builder may refuse).
  • --mod is just the mod name; the skill expands to P:\<ModName>\. Fails fast if the folder isn't there.

Why detached

Running Object Builder under the parent shell would block the terminal until you close the editor. We spawn with DETACHED_PROCESS | CREATE_NEW_PROCESS_GROUP so:

  • Closing this terminal doesn't kill Object Builder.
  • The skill exits immediately after the spawn.
  • The PID is printed so you can find/kill it later if needed.

Do not

  • Don't run before /dayz-setup-objectbuilder on a fresh machine — the skill will tell you to run setup first.
  • Don't pass relative paths to --file unless you're sure of cwd — absolute paths are safer.
  • Don't spam-launch — Object Builder isn't designed to run multiple instances against the same file.

When not to use it

  • Before /dayz-setup-objectbuilder has been run on the machine
  • When passing both --file and --mod arguments simultaneously
  • When spam-launching multiple instances against the same file

Prerequisites

/dayz-setup-objectbuilder to have been run once on the machine

Limitations

  • Requires /dayz-setup-objectbuilder to have been run once
  • --file and --mod arguments are mutually exclusive
  • Does not support spam-launching multiple instances against the same file

How it compares

This skill automates the launch of Object Builder from the command line with optional file or mod context, which is more efficient than navigating through graphical menus.

Compared to similar skills

dayz-launch-objectbuilder side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
dayz-launch-objectbuilder (this skill)02moReviewBeginner
webapp-testing3533moReviewIntermediate
resolve-conflicts818moReviewIntermediate
telegram-bot-builder1066moReviewIntermediate

Try saying

Example prompts that trigger this skill in your AI assistant.

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