bgs-modding-superpowers
June 18, 2026 · View on GitHub
An agent plugin for Bethesda Game Studio modpack curation. Installs on OpenCode, Claude Code, and Codex. Ships xEdit and knowledge-base MCP servers, an MO2 control-plane installer, and skills that walk the agent through first-run setup, conflict audit, and project documentation.
What's in v0.2
xeditMCP server — nine intent tools (xedit_session,xedit_list_capabilities,xedit_find_record,xedit_read_record,xedit_inspect_conflicts,xedit_inspect_conflicts_deep,xedit_find_records_by_pattern,xedit_create_child_record,xedit_navigate_ancestry) plus the atomicxedit_callpassthrough for the native xEdit daemon command set discovered at runtime viasystem.capabilities. Goes through a 7-stage harness pipeline (validate → state-check → rules → forward → envelope → audit).bgs_kbMCP server — local SQLite + FTS5 knowledge-base lookup (bgs_kb_status,bgs_kb_query,bgs_kb_get) over the bundled core BGS modding KB. Works without MO2 or xEdit running.- MO2 control plane — C++ MO2 plugin DLL + Python loader + broker that lets the agent drive your MO2 instance (read profile state, run launchers, capture child PIDs). Deployed by
scripts/install-mo2-control-plane.ps1into your own MO2. - xEdit hook bridge — owned-by-this-repo Delphi DLL that unblocks unattended xEdit launches under MO2. Ships from
tools/xedit-hook-bridge/dist/. - Skills:
using-bgs-modding-superpowers— per-session bootstrap.setting-up-bgs-modding-environment— first-run install orchestrator (MO2 detect → control plane → optional xEdit download → dev-log / changelog init → semantic smoke test).xedit-automation+xedit-conflict-audit— the hub skill and the W2 conflict-audit workflow.writing-modpack-devlog,writing-modpack-changelog— create and maintain your modpack project's documentation at runtime.
Install
OpenCode
Add to the plugin array of your opencode.json:
{
"plugin": ["bgs-modding-superpowers@git+https://github.com/BB-84C/bgs-modding-superpowers.git"]
}
Full instructions: .opencode/INSTALL.md.
Claude Code
/plugin marketplace add BB-84C/bgs-modding-superpowers
/plugin install bgs-modding-superpowers@bgs-modding-superpowers
The bundled xedit and bgs_kb MCP servers are declared in .mcp.json and resolve via ${CLAUDE_PLUGIN_ROOT}.
Codex
Start a Codex session and paste this prompt. Your Codex agent does the install for you:
Install the bgs-modding-superpowers plugin from
https://github.com/BB-84C/bgs-modding-superpowers. Run these two commands and report back whatcodex mcp listshows afterwards:codex plugin marketplace add BB-84C/bgs-modding-superpowers codex plugin add bgs-modding-superpowers@bgs-modding-superpowersBoth
xeditandbgs_kbMCP servers should appear incodex mcp listafter install — Codex auto-imports them from the plugin's.mcp.json. If either is missing or any step fails, surface the exact error rather than working around it.
That's it. After install, restart any open Codex session so the new skills and MCP servers load.
Manual install (same two commands, run yourself):
codex plugin marketplace add BB-84C/bgs-modding-superpowers
codex plugin add bgs-modding-superpowers@bgs-modding-superpowers
Update later with:
codex plugin marketplace upgrade bgs-modding-superpowers
The repo carries the materialized plugin tree at plugins/bgs-modding-superpowers/ (Codex's marketplace schema requires the subdirectory layout). Source-of-truth files at the repo root are mirrored there by scripts/build-portable-plugin.ps1 on every release.
First run
Start any session in your modpack project directory and ask:
Set up the BGS modding environment.
The setting-up-bgs-modding-environment skill will detect MO2, install the control plane, optionally fetch xEdit from BB-84C/TES5Edit, and initialize your dev-log + release-changelog.
You can install MO2 yourself, ask the agent to install it (explicit consent), or run in "no MO2" mode for documentation-only work.
Requirements
- Windows. The MO2 control plane and xEdit hook bridge are Windows-only by design (modpack work is Windows-anchored).
- A target game: Skyrim SE/AE, Fallout 4, Fallout 76, or Starfield. Skyrim LE and Oblivion can work but are untested.
- Node 22+ (the bundled MCP servers run on Node).
Pointing the xEdit MCP at your own MO2 install
Out of the box the xedit MCP server has no idea where your MO2 install lives. Tell it via the BGS_MO2_ROOT env var on the MCP server entry in your harness config; the value is the absolute path to the directory containing ModOrganizer.exe.
Examples:
-
OpenCode (
~/.config/opencode/opencode.json, harness MCP block — set the env on thexeditserver entry):{ "mcp": { "xedit": { "env": { "BGS_MO2_ROOT": "D:\\Starfield MO2" } } } } -
Codex (
~/.codex/config.toml, aftercodex plugin add):[mcp_servers.xedit.env] BGS_MO2_ROOT = "D:\\Starfield MO2" -
Claude Code: edit the materialized plugin's
.mcp.jsonenv block, or set the env var in the shell that launches Claude Code.
Once set, the launcher defaults to <BGS_MO2_ROOT>/tools/xEdit/xEdit.exe and resolves plugins.txt from <BGS_MO2_ROOT>/profiles/<profile>/. Per-call overrides (xedit_start({ moRoot, launcherPath, ... })) win over the env var. The setting-up-bgs-modding-environment skill detects your MO2 install during first-run and walks you through wiring the env var.
Contributing
See CONTRIBUTING.md. Internal design docs and plans live under docs/internal/.
License
MIT. See LICENSE.