codex

BGS Modding Superpowers

Agentic Bethesda Game Studio modpack curation toolkit with MCP-driven xEdit conflict audit, MO2 control plane, BA2/BSA and Papyrus tooling, and skills for setup, dev-log, and release-changelog workflows.

1,566 on GitHubby awesome-bgs-mod-master contributorsv0.2.0MITupdated todayDevelopment & Workflow

Plugin bgs-modding-superpowers in hashgraph-online/awesome-codex-plugins. Commands read from the repo's manifest — today.

This plugin runs code on your machine — it starts local MCP servers. The exact commands are listed below; read them before installing.

What it installs

Skills (16)

  • curating-bgs-modpack

    Use when planning or building the whole Bethesda modpack incrementally — batch strategy, rollback point, naming convention, separator discipline, attribution, and declaring 风格 before adding mods. Triggers - "build a modpack", "plan the pack", "batch strategy", "rollback point", "naming convention",

  • diagnosing-bgs-problems

    Use when a BGS modded game has CTD, crash log, FPS drop, stuttering, freeze, performance, won't start, 崩溃, 掉帧, 卡顿 symptoms and the user needs a symptom-first diagnostic ladder. NOT for proactive post-install testing; use testing-bgs-modpack.

  • evaluating-bgs-mods

    Use when deciding whether a mod belongs in a modpack — judging mod quality, fit, risk, and pack-value BEFORE download/install. Triggers - "should I add this mod", "is this mod good", "评估这个mod", "这个mod值得装吗", "is this mod worth it", "this mod looks too good to be true", "compare these mods", "does thi

  • interpreting-mod-author-instructions

    Use when deciding how to correctly download/install a Bethesda mod per the author's instructions — triggers "how do I install", "FOMOD choices", "which file to download", "author说明", "install instructions", "which variant", "按作者说明安装", "这个mod怎么装". NOT for deciding whether to include the mod (use eval

  • maintaining-modding-environments

    Use after first-run for ongoing modpack maintenance: update/install KB packs, author or register custom/mod KB packs, maintain localization glossary KBs for translator use, prune KB cache, health-check the environment, version-pin KB/tooling, or handle recurring BGS modding environment care.

  • setting-up-bgs-modding-environment

    Use on first install of this plugin, when MO2 or xEdit is not yet detected, when starting a new modpack project, or when the user says 'set up', 'install', 'bootstrap', 'configure', or 'initialize' the BGS modding environment. Orchestrates: MO2 detection and control-plane install, MO2 visible launch

  • testing-bgs-modpack

    Use when proactively verifying an installed BGS modpack batch before declaring it good. Triggers - "test the pack", "verification", "post-install check", "is it stable", "what should I test", "测试整合包", "验证安装". NOT for reactive crash/performance diagnosis after failure (use diagnosing-bgs-problems), p

  • using-bgs-archive

    Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".

  • using-bgs-modding-superpowers

    Use when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation. Bootstrap that loads the toolkit overview, lists available task skills, and enforces the hard rules of this plugin. Auto-injected by the OpenCode plugin's chat.messages.transform hook and by t

  • using-bgs-papyrus

    Use when the user wants to compile Papyrus PSC to PEX, decompile PEX to PSC, detect Creation Kit Papyrus toolchains, or inspect Papyrus capabilities for Skyrim, Fallout 4, or Starfield. Triggers - "compile PSC", "decompile PEX", "PapyrusCompiler", "bgs-papyrus", "Starfield Guard syntax".

  • using-bgs-translator

    Use when the user wants to translate a Bethesda Game Studios plugin (.esp/.esm/.esl) with bgs-translator/xtl, create or inspect a translation project, run LLM batch translation, generate prompt previews, or export SST/XML for xTranslator. Triggers - "translate this mod", "汉化这个 mod", "localize plugin

  • writing-bgs-load-order

    Use when reading, editing, or generating a Bethesda Game Studio load-order file (plugins.txt / loadorder.txt) for Fallout 4, Skyrim SE/AE/VR, Fallout 76, Starfield, or when launching xEdit with a custom plugin list. Authoritative reference for the asterisk-prefix format, official masters detection,

  • writing-modpack-changelog

    Use when cutting a modpack release. Creates <project>/docs/release-changelog.md if absent; appends a new version section with grouped changes. Triggers - 'cut a release', 'release notes', 'changelog', 'v1.2.3 changes', 'what changed since last version'.

  • writing-modpack-devlog

    Use when starting or appending to a modpack project dev-log. Creates <project>/docs/dev-log.md if absent; appends a dated entry on subsequent calls. Triggers - 'log this', 'add to dev log', 'record what I did', 'note this change', 'devlog'.

  • xedit-automation

    Use whenever the task involves inspecting, modifying, or building plugins for Bethesda games via the forked xEdit automation daemon. Loads first; routes to the right path (MCP intent tool, MCP atomic passthrough, or sub-agent delegation) and prevents the agent from bypassing the harness.

  • xedit-conflict-audit

    Use when auditing conflicts in a Bethesda plugin set — determining for a record (or a plugin's records) which override wins, what the conflict label is, what references it, and whether the configuration is safe or breaking.

MCP servers (3)

  • xedit

    runs: node ${CLAUDE_PLUGIN_ROOT}/plugins/bgs-modding-superpowers/tools/xedit-mcp/dist/index.js

  • bgs_kb

    runs: node ${CLAUDE_PLUGIN_ROOT}/plugins/bgs-modding-superpowers/tools/bgs-kb-mcp/dist/index.js

  • mo2

    runs: node ${CLAUDE_PLUGIN_ROOT}/plugins/bgs-modding-superpowers/tools/mo2-mcp/dist/index.js

View source on GitHub hol.org

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