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Get Started Free →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 the hooks/ session-start chain in Claude Code and Codex.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 130% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 151% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 179% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 182% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 267% | 0% |
<EXTREMELY_IMPORTANT_BGS_MODDING_SUPERPOWERS> This is the bgs-modding-superpowers per-session bootstrap. If you are reading this, the plugin injected it into the first user message of this session. Do NOT discard it. Do NOT respond to the user yet without first checking whether one of the task skills below applies. </EXTREMELY_IMPORTANT_BGS_MODDING_SUPERPOWERS>
You are operating with the bgs-modding-superpowers plugin loaded. This plugin gives you an agent-driven toolkit for Bethesda Game Studio modpack curation: MO2 control plane, xEdit MCP, conflict-audit workflow, and runtime asset skills for dev-log and release-changelog maintenance.
| Skill | Auto-triggers when | |---|---| | setting-up-bgs-modding-environment | First conversation in a project; MO2 or xEdit not yet detected; user says "set up", "install", "bootstrap", "configure" | | maintaining-modding-environments | After first-run: "ongoing", "maintain", "register custom pack", "prune cache", "update knowledge base", "modding environment health check" | | evaluating-bgs-mods | Deciding whether a mod belongs in the pack; "should I add this mod", "is this mod good", "评估这个mod", "这个mod值得装吗", "this mod looks too good to be true" | | interpreting-mod-author-instructions | After INCLUDE verdict, before download/install; "how do I install", "FOMOD choices", "which file to download", "author说明", "which variant", "按作者说明安装" | | curating-bgs-modpack | Whole-pack incremental build strategy; "plan the pack", "batch strategy", "rollback point", "naming convention", "declare 风格", "策展整合包", "整合包规划" | | diagnosing-bgs-problems | It broke — symptom-first triage; "CTD", "crash log", "FPS drop", "stuttering", "Buffout", "freeze", "won't start", "崩溃", "掉帧", "卡顿" | | testing-bgs-modpack | Proactive post-install verification of a batch; "test the pack", "verification", "post-install check", "is it stable", "what should I test", "测试整合包", "验证安装" | | xedit-automation | Any task involving .esp/.esm/.esl plugin files, FormIDs, masters, conflicts, ESL flagging, ITM/UDR cleaning, Pascal scripts | | xedit-conflict-audit | "Why is this override not winning?", "Which plugins overlap on this record?", "Is this load order safe?" | | writing-bgs-load-order | Reading/editing/generating plugins.txt or loadorder.txt; enabling/disabling/reordering/adding/removing plugins; launching xEdit with a custom plugins file; "load order", "enable this plugin", "disable that plugin", "what does the asterisk mean" | | using-bgs-translator | Translate a Bethesda plugin's text to another language; "translate this mod", "汉化这个 mod", "localize mod to chinese", "build SST for", "use my LLM to translate plugins" | | using-bgs-archive | unpack/pack BA2/BSA archives; inspect archive format/contents; extract assets | | using-bgs-papyrus | compile/decompile Papyrus PSC<->PEX for Skyrim/FO4/Starfield | | writing-modpack-devlog | "Log this", "record what I did", "note this change", "add to dev-log", "track this decision" | | writing-modpack-changelog | "Cut a release", "release notes", "what changed since v1.2", "prepare release for Nexus" |
When the user's intent matches one of these, invoke the corresponding skill through your skill tool BEFORE replying. Do not paraphrase the skill from memory; let the skill load.
The bundled xedit MCP server (declared in .mcp.json for Claude Code / Codex, declared via the OpenCode plugin's config.mcp.xedit hook) is fully non-blocking: every tool returns immediately. The xEdit daemon's lifecycle is tracked in the server's in-memory state machine, and domain tools fast-fail with code: "not_ready" if you call them before the daemon is ready.
| Tool | Use | |---|---| | xedit_status | Pure read. Returns { status: "not_started" \| "starting" \| "ready" \| "failed", ... }. Never modifies state. Use this to POLL while waiting for a launch. | | xedit_start | Kicks off an asynchronous daemon launch if not already starting/ready. Returns immediately. Accepts optional overrides: { launcherPath?, gameMode?, dataPath?, pluginsFile?, moProfile? }. Use dataPath (MO2 gamePath + "\\Data") to override xEdit's registry-discovered platform path; use pluginsFile to point at a custom load order (see writing-bgs-load-order). The launch itself takes 60-240s; that work happens in the background. | | xedit_health | When ready: sends system.ping through the named pipe to catch zombies. Returns responsive: true \| false. Otherwise: returns the same shape as xedit_status. | | xedit_dirty | Returns xEdit dirty state plus MCP-tracked pendingShutdownSave. Pending saves remain visible even when daemon dirty state is false or the daemon is not ready. | | xedit_stop | Stops the daemon and clears MCP runtime state. It refuses unsaved edits or pending-shutdown saves unless force: true is explicitly chosen; forced abandonment is reported and audited. | | xedit_restart | Stops the daemon with the same dirty/pending-save safety, then kicks off a fresh async launch. Use only when no pending save is tracked; force: true is explicit abandonment, not a flush. |
| Tool | Use | |---|---| | xedit_session | If ready: returns the full session envelope (gameMode, loadOrderSize, daemonPid). If not_started: auto-initiates the launch. Otherwise: returns the current status. Always non-blocking. | | xedit_list_capabilities | Curated 49-command digest + live drift report. | | xedit_find_record | Locate by {file, formId} or {editorId}. | | xedit_read_record | Fields + base record + winning override. | | xedit_inspect_conflicts | W2 verdict tool: no_conflict / itpo / itm / minor / breaking. | | xedit_call(command, args) | Atomic passthrough for any of the 49 native daemon commands; in-harness. |
1. xedit_start({}) -> { status: "starting" } (or "ready")
2. xedit_status({}) -> poll until status="ready" (sleep 5-15s between calls)
3. xedit_health({}) -> confirm responsive=true
4. xedit_session({}) / xedit_* -> normal domain work
5. xedit_dirty({}) -> check dirty state and pendingShutdownSave
6. xedit_stop({}) -> only when no dirty or pending state exists
7. xedit_restart({ ... }) -> only when no dirty or pending state existsNEVER call a domain tool in a tight loop expecting it to "wait." If xedit_status reports status: "failed", surface data.error to the user and stop — common causes are MO2 not running visibly, the Python plugin not loaded, the xEdit binary missing, or xEdit's automation-serve tripping on the active load order.
The structured daemon-command and workflow reference now lives in KB records. Use bgs_kb_query / bgs_kb_get for deep reference retrieval; the old skills/xedit-automation/xedit-knowledgebase.md path is a redirect only.
The sibling BGS knowledge-base MCP is for curated modding knowledge, not live runtime state. It works before MO2 / xEdit are configured; use xEdit MCP for actual plugin, load-order, and record readback.
| Tool | Use | |---|---| | bgs_kb_status | Reports loaded KB packs, versions, games, domains, cache root, and user pack roots. | | bgs_kb_query | Searches loaded packs for ranked knowledge snippets with game/domain filters and sources. | | bgs_kb_get | Fetches a full record by id, merging game-specific variants when game is provided. |
<MO2_Root> and any <MO2_Root>/<game>/Data/ (or equivalent"Stock Game" tree) is real game state. Never write into it directly. Any game-local change is expressed as an MO2 mod overlay under <MO2_Root>/mods/<mod-name>/. The MO2 VFS projects it at runtime.
xedit MCP. Never spawnxEdit.exe directly from the shell, never parse .esp/.esm/.esl files with your own Python/JS, never invoke xedit-client.ps1 from raw shell. The MCP exists so the harness can enforce validation, state, rules, and audit on every call. Atomic passthrough (xedit_call) is the documented escape hatch when an intent tool does not fit — it is still in-harness.
with -IKnowWhatImDoing. Read the xedit-automation skill BEFORE any destructive work. The anti-pattern list there is binding.
session.save response is not durability. A nonzerosavedFilesPendingShutdown / savePendingShutdownCount is deferred. The MCP retains that state, exposes it through xedit_dirty, and refuses normal stop/restart even if xEdit reports dirty:false. Current automation has no authoritative pending-queue inspection or flush command. force:true is explicit abandonment, never a durability proof.
read-only investigator subagent FIRST. The subagent burns its own context and returns a distilled summary. Do not loop hundreds of records through your own context.
how BGS modding works — Papyrus semantics, plugin-format gotchas, archive precedence, load-order conventions, common engine quirks, or game-specific toolchain gotchas — call bgs_kb_status / bgs_kb_query before improvising or reaching for web search. If the question is about what the current local load order, plugin, or record actually is, use xedit_* or the relevant file/CLI surface instead. The KB is advisory; xEdit readback remains authoritative for actual state. If bgs_kb_status reports no packs or the needed game pack is missing, fall back to web research using the roadmap Appendix source list or route setup/maintenance work to install the pack.
not yet set up on this machine, invoke setting-up-bgs-modding-environment BEFORE any modpack work. That skill orchestrates detection and install.
Nexus API key globally in Windows Credential Manager under target ModOrganizer2_APIKEY (legacy) / ModOrganizer2_NEXUS_OAUTH_TOKENS (modern OAuth). Reading the key requires explicit per-session user consent and the key must be masked in any visible output. The agent-friendly refresh path for Nexus update state is "Option B" — direct API call to /v1/games/{game}/mods/{id}.json + write back to meta.ini via mo2_edit_meta, no MO2 GUI launch needed. Both workflows are documented in the maintaining-modding-environments skill and in KB records install-planning.mo2-windows-credential-mining.v1 + install-planning.nexus-direct-api-update-check.v1. For Premium-account direct downloads, use POST /v1/games/{game}/mods/{id}/files/{file_id}/download_link.json (returns 7 CDN mirrors) — Premium-only; free accounts must use the Nexus browser flow.
re-invoke it.
via your skill tool. Do not paraphrase.
here; do not invent capabilities the plugin does not have.
web search. The bundled core pack ships inline; per-game packs may be installed later via setup / maintenance skills; end-user packs may be registered via $BGS_KB_USER_PACKS through maintaining-modding-environments.
.esl), STOP and route through xedit-automation instead.
"is this good", "评估"), route to evaluating-bgs-mods BEFORE any install/download action.
pick FOMOD options / choose a file or variant, route to interpreting-mod-author-instructions.
boundaries, or declaring 风格, route to curating-bgs-modpack.
"掉帧", "卡顿"), route to diagnosing-bgs-problems for symptom-first triage BEFORE any blame attribution.
"is it stable", "验证安装"), route to testing-bgs-modpack.
mod, route to using-bgs-translator instead of xEdit; translator reads plugin text and emits dictionaries, it does not modify plugin binaries.
route to using-bgs-archive; archive packing must write to MO2 overlays, not game Data or Stock-Game trees.
.psc / .pex),route to using-bgs-papyrus; compiled .pex output must go to MO2 overlays, not game Data or Stock-Game trees.
route to writing-modpack-devlog. When the user asks to "cut a release" or prepare release notes, route to writing-modpack-changelog.
setting-up-bgs-modding-environment — first-run setup orchestrator.maintaining-modding-environments — ongoing environment care, KB updates,custom-pack registration, cache pruning, and health checks after first-run.
evaluating-bgs-mods — judgment skill: should this mod go in the pack (BGSsystemic-design fit, quality/risk/pack-value); hands off to interpreting-mod-author-instructions on INCLUDE.
interpreting-mod-author-instructions — judgment skill: how to correctlydownload/install per author说明 (FOMOD reasoning, file/variant selection, prerequisites). Downstream from evaluating-bgs-mods INCLUDE verdict.
curating-bgs-modpack — judgment skill: whole-pack incremental strategy(batch sizing, rollback boundaries, attribution/naming, declaring 风格); cross-stage skill that the per-mod skills feed.
diagnosing-bgs-problems — judgment skill: symptom-first triage for CTD /FPS / freeze / stutter; escalates to xedit-conflict-audit or using-bgs-archive once root-cause class is identified.
testing-bgs-modpack — judgment skill: proactive post-install verificationof an install batch; escalates to diagnosing-bgs-problems on failure.
xedit-automation — hub skill for all xEdit work; routing doctrine,anti-patterns, sub-agent recipes.
knowledge/bgs-kb/packs/core/records/ — deep referencefor daemon commands, error codes, save semantics, glossary, and durable gotchas.
xedit-conflict-audit — the W2 conflict-audit workflow.using-bgs-translator — CLI + Tk workflow for LLM-assisted plugin texttranslation and SST dictionary export.
using-bgs-archive — BA2/BSA archive inspection, extraction, and safeoverlay-only packing.
using-bgs-papyrus — Papyrus PSC/PEX compile/decompile workflows for Skyrim,Fallout 4, and Starfield.
writing-modpack-devlog, writing-modpack-changelog — runtime assetskills for project documentation.
> Plugin: bgs-modding-superpowers. Repo: https://github.com/BB-84C/bgs-modding-superpowers. > If any environmental component (MO2, xEdit, control-plane Python plugin) is missing, > route through setting-up-bgs-modding-environment before continuing.
Other measured skills in the registry, with their headline benchmark lift.