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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, ESL handling, and the routing rules between plugins.txt editing and xEdit daemon commands.
Passed 19 of 22 test cases with the skill, and 14 of 22 without it.
and 8 more in the full report
7 fixed12 passed either way1 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
What exact edit should be performed on `plugins.txt` when completely removing a plugin `OldMod.esp` from an active Fallout 4 load order in MO2?
| Checked | Without skill | With skill |
|---|---|---|
| The instruction states to delete the entire plugin line from plugins.txt. | Passed | Passed |
| The response instructs mirroring the line deletion in loadorder.txt. | Missed | Passed |
The instructions your model reads when the skill loads.
Harness status (2026-07-29): The local prototype harness was destroyed by an unattributed operation and will not be rebuilt. The historical
.artifacts/mo2example below is DEFUNCT. Testing now uses externally-configured Starfield or Fallout 4 MO2 instances; machine-specific details and the forensic record are private.
Sources for every claim in this skill:
Ortham/libloadorder(the library behind LOOT),ModOrganizer2/modorganizer/src/profile.cpp,ModOrganizer2/modorganizer-basic_games/.../game_plugins.py, and xEdit's official docs Section 2.8.1.
| Format | Games | File | Activation marker |
|---|---|---|---|
| Asterisk format (modern) | Fallout 4, Skyrim SE/AE/VR, Fallout 4 VR, Starfield | plugins.txt | leading * = active |
| Textfile-only (legacy) | Skyrim LE, Oblivion, Fallout 3, Fallout NV | plugins.txt (active only) + sibling loadorder.txt (full order) | presence in plugins.txt = active |
This skill covers the asterisk format in depth. If your target is Skyrim LE / Oblivion / FO3 / FNV, the rules are different — see the "Legacy format" section at the bottom.
| Context | Path |
|---|---|
| Vanilla install (no MO2) | %LOCALAPPDATA%\<GameFolder>\plugins.txt (e.g. Fallout4, Skyrim Special Edition, Starfield) |
| MO2-managed | <MO2_Root>\profiles\<ProfileName>\plugins.txt |
| MO2-managed sibling | <MO2_Root>\profiles\<ProfileName>\loadorder.txt (full order including inactive; MO2 keeps both) |
| Agent-authored (experiments) | an agent-owned artifacts path — generate your own, pass to xedit_start({ pluginsFile }) |
Ownership in MO2 use: MO2 writes plugins.txt whenever the user toggles
plugin checkboxes in the GUI. LOOT can also write it. If you mutate it under
MO2, do it while MO2 is closed OR via mobase's IPluginList API — live edits
while MO2 is open get overwritten on its next save.
# This file was automatically generated by Mod Organizer.
*Unofficial Fallout 4 Patch.esp ← * = ACTIVE; loads first among non-vanilla
ArmorKeywords.esm ← no * = present-but-INACTIVE; position preserved
test cases passed, vs 14 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.