Agent skill

Testing Bgs Modpack

by hashgraph-online in hashgraph-online/awesome-codex-plugins

A skill your agent uses when proactively verifying an installed BGS modpack batch before declaring it good.

Apache-2.0Auto-check passed

Install Testing Bgs Modpack

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill testing-bgs-modpack -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins testing-bgs-modpack --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/BB-84C/bgs-modding-superpowers/skills/testing-bgs-modpack .claude/skills/testing-bgs-modpack && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
testing-bgs-modpack
GitHub stars
1.2k
Token cost
~3.1k tokens
SKILL.md length
1,352 words
Files
1
Skills in repo
736
Repo updated
First seen
Licence
Apache-2.0

At a glance

A skill your agent uses when proactively verifying an installed BGS modpack batch before declaring it good.

  • Works in 12 steps: Name the batch: list only the mods just… → Read / reuse the author-stated impact:… → Query KB for the current game's test… → …
  • Proactively verifying an installed BGS modpack batch before declaring it good
  • SKILL.md covers The Iron Law, Route gate (one primary skill…, When to use / When NOT and Process Flow, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Testing Bgs Modpack is an agent skill from hashgraph-online/awesome-codex-plugins. 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), pre-install mod evaluation (evaluating-bgs-mods), or defining batch boundaries/style (curating-bgs-modpack).

Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.

When your agent uses it

  • Proactively verifying an installed BGS modpack batch before declaring it good
  • - test the pack
  • Post-install check
  • What should I test

Example prompts

  • “test the pack”
  • “verification”
  • “post-install check”
  • “/testing-bgs-modpack”

Workflow steps

12 steps, taken from the first numbered list in SKILL.md.

  1. Name the batch: list only the mods just installed and the intended impact of each. If the batch boundary is unclear, mark [GAP — needs…
  2. Read / reuse the author-stated impact: what should visibly or mechanically change if the install is correct?
  3. Query KB for the current game's test routes, console commands, save-hygiene notes, and mod-type-specific verification signals.
  4. If KB lacks routes or commands, mark [GAP — needs user input]; do not write a universal route from memory.
  5. Protect save state before testing. Use a disposable/pre-batch test save or another user-approved save boundary. [GAP — needs user input]…
  6. Do not save over the user's main progression until the batch has a PASS verdict.
  7. Visit the target context where the batch should matter: the cell, worldspace, UI screen, NPC, item, quest stage, mechanic trigger, or…
  8. Look for positive evidence: visible new content present, expected local mechanic works once, expected patch/fix changes the previously…
  9. Treat silent absence as a failure signal: if the mod is enabled but the expected thing is visibly absent, stop and hand off to diagnosis…
  10. Treat error overlays / missing assets / broken UI / severe local FPS collapse as failure signals. [GAP — needs user input]: exact overlay…
  11. Do not expand into a whole-pack investigation. If the batch fails, route to diagnosing-bgs-problems; if it passes, record "PASS for this…
  12. Record the evidence in plain terms: batch name, game/profile, save boundary, route used, positive observations, failure signals…

What it can do on your machine

Read from SKILL.md and the folder at commit 16b4156. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are dot).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Testing Bgs Modpack loads about 3.1k tokens when it runs. Until then it costs about 107 tokens; SKILL.md has 1,352 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~107
When it runs · the whole SKILL.md, loaded when a task matches
~3.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from hashgraph-online/awesome-codex-plugins at commit 16b4156, republished under its Apache-2.0 licence (© hashgraph-online). 1,352 words, ~3,084 tokens.

Download SKILL.mdSave it as .claude/skills/testing-bgs-modpack/SKILL.md (or your agent's skills folder).
name
testing-bgs-modpack
description
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), pre-install mod evaluation (evaluating-bgs-mods), or defining batch boundaries/style (curating-bgs-modpack).

Testing BGS Modpack Batches (judgment skill)

This skill answers one question: "It's installed -- how do I PROACTIVELY verify this batch before declaring the batch good?"

BB84's source material is thin here. That is part of the skill's operating doctrine: do not manufacture a giant universal QA checklist. Test the batch's intended in-game impact, preserve save hygiene, query KB for game-specific commands/routes, and mark [GAP — needs user input] when the substrate is silent.

The Iron Law

text
+------------------------------------------------------------------------------------------------+
| A batch is not accepted because the game reached the main menu. It is accepted only after the   |
| batch's intended in-game effect is observed in its target context, with no immediate local       |
| breakage, and without baking unverified state into the user's main save.                         |
+------------------------------------------------------------------------------------------------+

Route gate (one primary skill per intent)

Use this skill when the user has already installed a batch and wants a proactive post-install verification pass: what to inspect, what commands/routes to use, what counts as enough evidence to move to the next batch.

Do not use this skill as the primary skill for adjacent intents:

User intentPrimary skill
"It crashed", "FPS tanked", missing meshes, broken quests, bad logs, or any failure already observeddiagnosing-bgs-problems
"Should this mod go in the pack?" before installevaluating-bgs-mods
Define pack style, batch size, rollback boundaries, naming/separator disciplinecurating-bgs-modpack
Enable/disable/reorder plugins or edit plugins.txtwriting-bgs-load-order
Inspect records, conflicts, or override winnersxedit-conflict-audit / xedit-automation

Terminal handoff: if proactive testing finds a failure signal, stop calling it "testing" and hand off to diagnosing-bgs-problems. A failed verification pass is not an invitation to improvise a fix inside this skill.

When to use / When NOT

Use when:

  • A small batch was installed and the user asks "what should I test before moving on?"
  • The user asks "is it stable?", "post-install check", "验证安装", or "测试整合包".
  • You need to verify visible new content, expected local mechanics, or immediate CTD/performance risk in the batch's target context.
  • You need a save-hygiene reminder before the user commits playthrough state.
  • You need to query KB for per-game console commands or test routes without fossilizing those facts in the skill.

Do not use when:

  • A crash/perf/quest/mesh/script failure already exists. Escalate to diagnosing-bgs-problems.
  • The question is whether to include the mod at all. Use evaluating-bgs-mods.
  • The batch boundary is unknown and the user wants to plan the pack architecture. Use curating-bgs-modpack.
  • You are about to write game-specific console command catalogs into this file. Those belong in KB.
  • You are tempted to invent generic QA filler like "verify all systems work". Mark [GAP — needs user input] instead.

Process Flow

dot
digraph testing_bgs_modpack {
  rankdir=TB;
  node [shape=box];

  start [shape=doublecircle, label="Installed batch"];
  boundary [label="Name the batch boundary\nWhich mods were just added?\nWhat impact did they promise?"];
  kb [label="Query KB\n(game + mod type + console/test routes + save hygiene)"];
  gap [shape=diamond, label="KB / user intent enough\nto define target checks?"];
  ask [label="Mark [GAP] and ask one focused question\nwith a recommended minimal route"];
  save [label="Protect save state\nUse disposable/pre-batch test save\nDo not overwrite main progression"];
  route [label="Run batch-bounded in-game checks\nGo only where this batch should matter\nUse per-game commands from KB"];
  observe [label="Observe semantic readback\nvisible effect present? expected mechanic works?\nno immediate CTD/error/major local breakage?"];
  fail [shape=doublecircle, label="FAIL / FAILURE SIGNAL\nStop and hand off to diagnosing-bgs-problems"];
  more [shape=doublecircle, label="NEEDS MORE INFO\nName exact missing proof / KB gap"];
  pass [shape=doublecircle, label="PASS FOR THIS BATCH\nRecord evidence, then next batch may proceed"];

  start -> boundary -> kb -> gap;
  gap -> ask [label="no"];
  gap -> save [label="yes"];
  ask -> kb [label="after answer or KB backfill"];
  save -> route -> observe;
  observe -> pass [label="intended effect observed + no local breakage"];
  observe -> fail [label="CTD, severe perf, missing content, broken mechanic"];
  observe -> more [label="impact unknown or route not grounded"];
}

KB query discipline

This skill teaches the testing posture. It does not inline game-specific commands, cells, routes, log tools, or benchmark thresholds.

Before recommending a console command or test route, query KB for the current game and the batch's mod-impact type:

text
bgs_kb_query({
  query: "post-install verification console commands test routes <mod type>",
  domains: ["install-planning", "debugging", "engine"],
  games: ["<current game>"]
})

bgs_kb_query({
  query: "save hygiene script initialization batch testing",
  domains: ["install-planning", "debugging", "engine"],
  games: ["<current game>"]
})

[STOP] If KB is silent on a command or route, do not invent one from memory. Mark [GAP — needs user input] and ask for the user's preferred test cell / route / save boundary, or recommend the smallest non-saving visual/mechanic check that follows from the mod author's stated impact.

[STOP] Per-game console commands and travel/debug shortcuts are KB facts. They belong in KB records, not in this game-agnostic skill body.

Checklist

  1. Name the batch: list only the mods just installed and the intended impact of each. If the batch boundary is unclear, mark [GAP — needs user input] and ask for it.
  2. Read / reuse the author-stated impact: what should visibly or mechanically change if the install is correct?
  3. Query KB for the current game's test routes, console commands, save-hygiene notes, and mod-type-specific verification signals.
  4. If KB lacks routes or commands, mark [GAP — needs user input]; do not write a universal route from memory.
  5. Protect save state before testing. Use a disposable/pre-batch test save or another user-approved save boundary. [GAP — needs user input]: exact safe-save procedure is game/profile-specific and not in the mined corpus.
  6. Do not save over the user's main progression until the batch has a PASS verdict.
  7. Visit the target context where the batch should matter: the cell, worldspace, UI screen, NPC, item, quest stage, mechanic trigger, or performance hotspot named by the batch/KB. [GAP — needs user input]: if no target context is known, the batch is not verifiable yet.
  8. Look for positive evidence: visible new content present, expected local mechanic works once, expected patch/fix changes the previously relevant local behavior, and no immediate CTD or severe local breakage.
  9. Treat silent absence as a failure signal: if the mod is enabled but the expected thing is visibly absent, stop and hand off to diagnosis instead of declaring success.
  10. Treat error overlays / missing assets / broken UI / severe local FPS collapse as failure signals. [GAP — needs user input]: exact overlay strings and visual markers are per-game/per-mod facts for KB.
  11. Do not expand into a whole-pack investigation. If the batch fails, route to diagnosing-bgs-problems; if it passes, record "PASS for this batch" and move to the next batch.
  12. Record the evidence in plain terms: batch name, game/profile, save boundary, route used, positive observations, failure signals absent/present, remaining [GAP] items.
Show full SKILL.md (548 more words)Show less

Red Flags (STOP)

ThoughtReality
"The main menu loaded, so the batch is stable."Menu load is not the batch's in-game impact. Test where the batch should matter.
"MO2 says enabled; no need to enter the game."Manager enablement is not semantic readback. Some failures only appear in-game or in xEdit.
"I'll save normally first so the mod initializes."Do not bake unverified batch state into the main progression save. Use a save boundary.
"No CTD for five minutes means accepted."No CTD is one support signal. Acceptance also needs the intended effect to appear/work.
"Something broke; keep using this checklist until fixed."A failure signal exits this skill. Hand off to diagnosing-bgs-problems.
"Console commands are obvious across Bethesda games."Per-game commands and safe cells belong in KB. Query first; mark [GAP] if absent.
"The source is thin; fill in normal QA advice."This judgment layer is anti-checklist. Thin substrate means honest [GAP], not filler.

Rationalizations

ExcuseReality
"Testing the whole pack every time is safer."Proactive verification is batch-bounded. Whole-pack diagnosis begins after a failure signal.
"I can test after a few more batches; this one is small."Delayed testing destroys the recent-batch boundary that makes failures attributable.
"The mod is visual only; no need for a save boundary."Maybe, but the skill cannot know that without the author's stated impact and KB facts. Mark uncertainty instead of guessing.
"If the expected content is absent, maybe it appears later."Maybe. It is still not verified. Mark NEEDS MORE INFO or hand off to diagnosis.
"A generic route through a few popular cells is good enough."Routes must match the batch's intended impact and current game. Generic tourism is not proof.
"The user wants confidence, not gaps."False confidence is worse than a marked gap. Honest [GAP] is the correct deliverable when the corpus is silent.

This section reflects an experienced curator's perspective, distilled from BB84's BGS modpack curation work. It is RECOMMENDED guidance, not enforced rule. If the user has a working testing process they prefer, the agent SHOULD respect that.

Recommended testing rhythm:

  1. Stage-test after each batch, not after each mod. Single-mod testing has infinite time cost (KB record pack-curation.testing-cost-economics). Batch together additive low-risk mods, then enter a staged-test phase.
  2. Test the silent failure surface, not just the crash surface. Walk through areas known to be touched by recent mods; check NPC outfit logic; check inventory drops; sample dialog flow; observe save file size growth pattern.
  3. Commit save before risky batches. Saves are the rollback substrate.
  4. Long-session discovery is part of the testing rhythm. Many defects only emerge after 10+ hours of real play. Don't claim "stable" from 30 minutes of smoke test.

See KB record mod-evaluation.bb84-curator-perspective-reference for the full curator essay.

See also

  • diagnosing-bgs-problems — use after any crash, severe FPS drop, missing content, broken mechanic, log error, or failed verification signal.
  • curating-bgs-modpack — owns batch boundaries, rollback rhythm, pack style, and naming/separator discipline.
  • evaluating-bgs-mods — decides whether a mod should be included before install.
  • interpreting-mod-author-instructions — reads author instructions and installer choices before the testable batch exists.
  • writing-bgs-load-order — plugin enable/disable/order mechanics.
  • xedit-conflict-audit / xedit-automation — record-level readback when a failed verification points to override/conflict semantics.
  • bgs_kb_query — required source for per-game console commands, safe test cells/routes, save-hygiene specifics, and mod-category verification facts.

© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in plugins/BB-84C/bgs-modding-superpowers/skills/testing-bgs-modpack of hashgraph-online/awesome-codex-plugins.

Open the folder on GitHubat commit 16b4156

Compare with similar skills

Testing Bgs Modpack next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Testing Bgs Modpack compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Testing Bgs Modpack this skillhashgraph-online/awesome-codex-plugins1.2k—~3.1kAutomated safety check: PassApache-2.0
Batchcodewhale-hq/Codewhale41k—~157Automated safety check: PassMIT
Verifyasgeirtj/system_prompts_leaks69k—~3kAutomated safety check: PassCC0-1.0
Batchasgeirtj/system_prompts_leaks69k—~1.3kAutomated safety check: PassCC0-1.0
Verify Thiscursor/plugins10k2 repos~693Automated safety check: PassNone
Generating Python Installeraffaan-m/ECC274k1 repos~6.1kAutomated safety check: PassMIT

Similar skills

  • Batch

    codewhale-hq/Codewhale

    Break a large, parallelizable goal into bounded work units, coordinate existing agent/worktree machinery, integrate, and verify.

    41k GitHub stars~157 tokensUpdated today
    DevelopmentAuto-check passed
  • Verify

    asgeirtj/system_prompts_leaks

    Verify that a code change actually does what it's supposed to by exercising it end-to-end and observing behavior — drive the affected flow, not just tests or typecheck.

    69k GitHub stars~3k tokensUpdated yesterday
    Testing & QAAuto-check passed
  • Batch

    asgeirtj/system_prompts_leaks

    Research and plan a large-scale change, then execute it in parallel across 5–30 isolated worktree agents that each open a PR.

    69k GitHub stars~1.3k tokensUpdated yesterday
    DevelopmentAuto-check passed
  • Verify This

    cursor/plugins

    Official

    Verify a claim with fresh local evidence: restate it falsifiably, capture baseline and treatment, compare artifacts, and return VERIFIED, NOT VERIFIED, or INCONCLUSIVE.

    10k GitHub starsUsed in 2 repos~693 tokens
    Auto-check passed
  • Commercial-grade Python installer expert for Windows: Nuitka extreme compilation, dist slimming, DLL footprint analysis, and Inno Setup packaging to ship the smallest, fastest installers.

    274k GitHub starsUsed in 1 repo~6.1k tokens
    Testing & QAAuto-check passed
  • Verify

    codewhale-hq/Codewhale

    Exercise the real app/API/CLI and collect observable evidence; tests alone do not count as end-to-end verification.

    41k GitHub stars~156 tokensUpdated today
    Testing & QAAuto-check passed

More from hashgraph-online/awesome-codex-plugins

All 736 skills in this repo
  • Anime Reaction Gif

    hashgraph-online/awesome-codex-plugins

    Create original anime-style reaction stickers as looping GIFs and MP4 previews, using generated character pose sheets and timed key poses.

    1.2k GitHub stars~922 tokensUpdated yesterday
    Auto-check passed
  • Calibredb

    hashgraph-online/awesome-codex-plugins

    Manage and query Calibre libraries with the calibredb CLI (local paths or Calibre Content server URLs).

    1.2k GitHub stars~1k tokensUpdated yesterday
    Auto-check passed
  • Rust API Test Harness

    hashgraph-online/awesome-codex-plugins

    A skill your agent uses when adding, changing, testing, or debugging Rust HTTP APIs and services, especially when Codex needs black-box integration tests, random-port app startup, real database test…

    1.2k GitHub stars~1.7k tokensUpdated yesterday
    Auto-check passed
  • Art

    hashgraph-online/awesome-codex-plugins

    Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…

    1.2k GitHub stars~2.4k tokensUpdated yesterday
    Auto-check passed
  • Calle

    hashgraph-online/awesome-codex-plugins

    Use CALL-E from Codex through the calle CLI. An agent skill from hashgraph-online/awesome-codex-plugins.

    1.2k GitHub stars~2.9k tokensUpdated yesterday
    Auto-check passed
  • Game Balance Economy

    hashgraph-online/awesome-codex-plugins

    Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.

    1.2k GitHub stars~618 tokensUpdated yesterday
    Auto-check passed

Questions about Testing Bgs Modpack

What does Testing Bgs Modpack do?

A skill your agent uses when proactively verifying an installed BGS modpack batch before declaring it good. Testing Bgs Modpack is an agent skill from hashgraph-online/awesome-codex-plugins. Use when proactively verifying an installed BGS modpack batch before declaring it good.

When should I use Testing Bgs Modpack?

Testing Bgs Modpack fits situations like: proactively verifying an installed BGS modpack batch before declaring it good; - test the pack; post-install check; what should I test.

How do I install Testing Bgs Modpack in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill testing-bgs-modpack -a claude-code`. Or copy the skill folder (plugins/BB-84C/bgs-modding-superpowers/skills/testing-bgs-modpack in hashgraph-online/awesome-codex-plugins) into .claude/skills/testing-bgs-modpack in your project. Claude Code loads it when a task matches its description.

How do I install Testing Bgs Modpack in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill testing-bgs-modpack -a codex`. Or copy the skill folder (plugins/BB-84C/bgs-modding-superpowers/skills/testing-bgs-modpack in hashgraph-online/awesome-codex-plugins) into .agents/skills/testing-bgs-modpack in your project. Codex loads it when a task matches its description.

Can I use Testing Bgs Modpack in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill testing-bgs-modpack -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/testing-bgs-modpack, .gemini/skills/testing-bgs-modpack, .github/skills/testing-bgs-modpack and .opencode/skills/testing-bgs-modpack in your project.

What does Testing Bgs Modpack need to run?

SKILL.md names no scripts, command-line tools or credentials: Testing Bgs Modpack is instructions for the agent only.

Does Testing Bgs Modpack access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Testing Bgs Modpack safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Testing Bgs Modpack use?

Testing Bgs Modpack is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Testing Bgs Modpack use?

About 3.1k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Testing Bgs Modpack?

Skills that share tags, products or a category with Testing Bgs Modpack: Batch (codewhale-hq/Codewhale, 41k stars), Verify (asgeirtj/system_prompts_leaks, 69k stars), Batch (asgeirtj/system_prompts_leaks, 69k stars) and Verify This (cursor/plugins, 10k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Testing Bgs Modpack?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,232 GitHub stars. The repository holds 736 skills in this directory. The repository was last updated on October 6, 2026.

Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.