How to Install Claude Code Mods
Installing a mod takes about a minute once you know the commands. This page covers every method: inside Claude Code, from the shell, and from a local folder while you develop — plus scopes, OS notes, and the errors everyone hits the first time.
Prerequisites
You need Claude Code v2.1.287 or later — that is the version that introduced mods, released October 1, 2026. If your install is older, update first; the /plugin commands below will not exist otherwise.
Method 1: Inside Claude Code (easiest)
Open Claude Code (CLI or desktop app) and run:
/plugin marketplace add your-org/my-mods
/plugin install token-weather@my-mods
/reload-plugins
What each line does:
/plugin marketplace add <owner>/<repo>— registers a third-party mod source. Anthropic's official marketplace (anthropics/claude-plugins-official) is already added, so you only do this for community sources like the repos in our directory./plugin install <mod-name>@<marketplace>— installs the mod. The exact mod name comes from the mod'splugin.json; check the repository's README if the install fails./reload-plugins— reloads so the new mod takes effect in your current session.
Method 2: From the shell
The same operations work from your terminal, which is handy for scripting a fresh setup:
claude plugin marketplace add ./my-mods
claude plugin install token-weather@my-mods --scope user
The --scope user flag installs the mod for your user account rather than a single project. Run these commands once and every Claude Code session on the machine picks the mod up.
Understanding scopes: user vs project
Mods install at one of two scopes. User scope (--scope user) makes the mod available everywhere — your global toolkit. Project scope (the default when you install inside a project) limits the mod to the current project — useful for repo-specific tooling like a custom linter guard your whole team shares via the repo. When in doubt, install user scope; you can always narrow it later.
Installing from a local folder (for developers)
Building a mod? Skip the marketplace entirely and load the folder directly:
claude --plugin-dir ./my-mod
This is the iteration loop: edit the code, watch the terminal hot-reload, repeat. No packaging, no reinstalling. When the mod behaves, validate and test it before sharing.
macOS, Linux, and Windows notes
The plugin commands are identical on all three — they run through the claude CLI, so the OS differences that matter are the boring ones:
- PATH: make sure
claudeis on your PATH. If the shell says "command not found," re-run the Claude Code installer or restart the terminal so the PATH update takes effect. - Paths: the examples use forward slashes (
./my-mods); they work as written in macOS/Linux shells and in Windows terminals running the Claude Code CLI. - Permissions: on macOS and Linux, mods inherit your user's permissions — the same ones Claude Code itself has. That is by design (mods are not sandboxed), and it is why the next section exists.
Troubleshooting
- "Marketplace not found": you skipped
marketplace add, or typed theowner/repowrong. Copy it from the repo URL. - "Mod not found": the install name must match the mod's
plugin.jsonexactly — it is not always the repo name. The README is the source of truth. - Installed but nothing happens: run
/reload-plugins. Some mods only activate on specific events, so trigger one (e.g., send a prompt and watch for the live line). - Official marketplace missing:
anthropics/claude-plugins-officialships pre-added. If it is gone, re-add it with/plugin marketplace add anthropics/claude-plugins-official.