A skill your agent uses 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…

Apache-2.0Auto-check passed

Install Using Bgs Archive

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

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

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-archive --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/using-bgs-archive .claude/skills/using-bgs-archive && 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
using-bgs-archive
GitHub stars
1.2k
Token cost
~2.4k tokens
SKILL.md length
898 words
Files
1
Skills in repo
686
Repo updated
First seen
Licence
Apache-2.0

At a glance

A skill your agent uses 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…

  • Works in 6 steps: Run bgs-archive --json capabilities. → Run info on the source archive. → Run list --filter ... to bound the exact… → …
  • The user wants to inspect
  • SKILL.md covers Prerequisites — capability…, Hard rules, 资产优先级判断 / Asset precedence… and JSON envelope contract, plus 3 more sections
  • Calls cargo

What it does

Using Bgs Archive is an agent skill from hashgraph-online/awesome-codex-plugins. 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".

Its SKILL.md is about 2.4k 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

  • The user wants to inspect
  • Repack Bethesda BA2/BSA archives
  • Determine archive format/version/compression
  • Build archive assets for an MO2 overlay

Example prompts

  • “unpack BA2”
  • “extract BSA”
  • “pack archive”
  • “/using-bgs-archive”

Workflow steps

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

  1. Run bgs-archive --json capabilities.
  2. Run info on the source archive.
  3. Run list --filter ... to bound the exact asset set.
  4. Extract into a workspace or overlay staging folder.
  5. If packing, write only to /mods//Data/....
  6. Run info and list on the packed archive as readback before reporting success.

What it can do on your machine

Read from SKILL.md and the folder at commit 78497e5. 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

    Shell commands in SKILL.md call:

    • cargo

    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

Using Bgs Archive loads about 2.4k tokens when it runs. Until then it costs about 73 tokens; SKILL.md has 898 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~73
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k

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 78497e5, republished under its Apache-2.0 licence (© hashgraph-online). 898 words, ~2,388 tokens.

Download SKILL.mdSave it as .claude/skills/using-bgs-archive/SKILL.md (or your agent's skills folder).
name
using-bgs-archive
description
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-archive

bgs-archive is the agent-native CLI for Bethesda BA2/BSA archives. It detects archive family/version, lists entries, extracts assets, and packs supported BSA/BA2 outputs for MO2 overlay workflows.

Use this skill for:

  • unpacking or extracting BA2/BSA assets;
  • repacking supported BA2/BSA archives;
  • inspecting archive contents, format, version, compression, or entry counts;
  • preparing packed assets for a mod overlay.

Do not use it for plugin records (.esp/.esm/.esl) or load-order edits. Route those through xEdit / load-order skills.

Prerequisites — capability discovery first

Always query the live binary before choosing a game, format, or packing path:

powershell
bgs-archive --json capabilities
# Alias:
bgs-archive --json caps

Read the JSON envelope and branch on data.write_support and data.read_support. Do not assume DX10 or GNMF packing exists just because DX10/GNMF extraction works.

If bgs-archive is not on PATH, locate the GitHub Release-installed binary under:

text
~/.bgs-modding-superpowers/tools/bgs-archive/<version>/

or build from the source tree:

powershell
cd D:\awesome-bgs-mod-master\tools\bgs-archive
$env:PATH = "$env:USERPROFILE\.cargo\bin;$env:PATH"
cargo build --release
target\release\bgs-archive.exe --json capabilities

Hard rules

  • Never write a packed archive into the game's Data folder or any Stock-Game tree.
  • Pack output belongs in an MO2 mod overlay: <MO2_Root>/mods/<mod-name>/Data/....
  • Extract and inspect archives freely, but keep extraction outputs in a workspace or overlay staging folder, not in game Data.
  • DX10/GNMF pack is unsupported in this version. Extract works; packing returns unsupported.
  • Use --json for agent workflows and branch on the envelope, not human text.

资产优先级判断 / Asset precedence judgment

Asset precedence is the runtime question "which asset bytes does the game actually read for this virtual path?" It is related to load order, but it is not the same layer as plugin-record conflict resolution.

Core rules:

  • Loose files win over archive contents at the same virtual path. If a loose textures/... or meshes/... file is active, it can mask every packed copy of that path.
  • Archive-to-archive order follows the plugin/load-order surface (plugins.txt / the game's active plugin order), not MO2 left-pane mod order. Moving a mod in the left pane may change loose-file winners, but it does not by itself prove a packed archive entry will win.
  • Before extracting, identify the layer: asset path conflict, archive count/format issue, or plugin record conflict. Do not solve the wrong problem with the wrong tool.
  • For current-game engine caveats or archive-count/packaging diagnostics, query the KB instead of inlining rules here:
text
bgs_kb_query({ query: "asset precedence engine caveat", games: ["<current game>"], domains: ["engine", "archive-precedence"] })
bgs_kb_query({ query: "archive count or packaging CTD", games: ["<current game>"], domains: ["archive-precedence", "debugging"] })

Red flags:

ThoughtReality
"The wrong texture/model loaded, so I should reorder plugins first."First inspect the final asset provider chain. Wrong bytes are usually an asset-precedence question before they are a record-order question.
"MO2 left-pane priority controls packed assets too."Left-pane priority controls loose-file winners. Packed archive winners are tied to the plugin/load-order surface.
"I'll extract every archive loose so conflicts are obvious."Bulk extraction creates duplicate active surfaces and can make the final tree harder to reason about. Extract only a bounded diagnostic set or a deliberate overlay.
"A current game's engine-specific archive/precompute problem belongs in this archive skill."That is game-specific engine knowledge. Query the relevant KB record and keep this skill game-agnostic.
"The archive command succeeded, so the runtime winner changed."Run info/list and inspect the MO2 final virtual path/provider chain before claiming the game will read the new asset.

Rationalizations:

ExcuseReality
"Plugin order changed, so asset order must be fixed."Only plugin-associated archives follow that surface; loose files can still override the packed winner.
"It's just a texture, not a real conflict."Asset conflicts are real runtime behavior. A single winning mesh, texture, interface file, or script can be the visible bug.
"Unpacking is reversible, so I'll do it broadly."Reversible clutter is still clutter. Keep extraction bounded and staged outside game Data.
"The FO4 recipe is known, so paste it here."Game facts belong in KB. The archive skill teaches the judgment frame and asks KB for game-specific facts.
"If the file is in a BA2/BSA, MO2 mod priority is irrelevant."It is different, not irrelevant: archives route through active plugins/load order.

After asset precedence is understood, route record-level conflicts to xedit-conflict-audit. Archives decide files; xEdit decides plugin records.

Show full SKILL.md (259 more words)Show less

JSON envelope contract

Every --json command returns one stdout object:

json
{
  "ok": true,
  "tool": "bgs-archive",
  "command": "capabilities",
  "data": {},
  "error": null
}

On classified failures:

json
{
  "ok": false,
  "tool": "bgs-archive",
  "command": "pack",
  "data": null,
  "error": { "code": "unsupported", "message": "dx10_pack not yet supported (Task A-DX10)" }
}

Commands

Check bgs-archive --help and <subcommand> --help for the current option surface. The examples below are templates.

capabilities

Use first to discover supported games, subcommands, read support, and write support.

powershell
bgs-archive --json capabilities

Expected machine output includes:

json
{"ok":true,"tool":"bgs-archive","command":"capabilities","data":{"games":["morrowind","oblivion","fallout3","falloutnv","skyrimle","skyrimse","fallout4","fallout4ng","fallout76","starfield"],"write_support":{"tes3":true,"tes4":true,"fo4_gnrl":true,"dx10":false,"gnmf":false},"read_support":{"all_families":true}},"error":null}
info

Detect archive family, version, BA2 format, compression, and entry count.

powershell
bgs-archive --json info "D:\path\to\Archive.ba2"

Expected machine output shape:

json
{"ok":true,"tool":"bgs-archive","command":"info","data":{"path":"D:\\path\\to\\Archive.ba2","family":"fo4","version":1,"format":"GNRL","compression":"Zip","entry_count":42},"error":null}
list

List archive entries, optionally with a glob filter and long metadata.

powershell
bgs-archive --json list "D:\path\to\Archive.ba2" --filter "textures/**/*.dds" --long

Expected machine output shape:

json
{"ok":true,"tool":"bgs-archive","command":"list","data":[{"path":"textures/example/diffuse.dds","size":4096,"compressed":true}],"error":null}
extract

Extract to a chosen directory. Use filters to keep agent runs bounded.

powershell
bgs-archive --json extract "D:\path\to\Archive.ba2" --out "D:\work\archive-extract" --filter "meshes/**/*.nif"

Expected machine output shape:

json
{"ok":true,"tool":"bgs-archive","command":"extract","data":{"output_dir":"D:\\work\\archive-extract","extracted_count":1,"paths":["meshes/example/static.nif"]},"error":null}
pack

Pack a directory into a supported output. The output path must be inside an MO2 mod overlay when the result is game-local content.

powershell
$overlay = "D:\ModOrganizer\mods\My Packed Assets"
bgs-archive --json pack "$overlay\source-assets" "$overlay\Data\MyPackedAssets - Main.ba2" --game fallout4 --format gnrl --compress zip

Expected machine output shape:

json
{"ok":true,"tool":"bgs-archive","command":"pack","data":{"out_archive":"D:\\ModOrganizer\\mods\\My Packed Assets\\Data\\MyPackedAssets - Main.ba2","family":"fo4","version":1,"entry_count":12},"error":null}

Unsupported DX10/GNMF pack example:

powershell
bgs-archive --json pack "$overlay\source-assets" "$overlay\Data\Textures.ba2" --game fallout4 --format dx10

Expected result:

json
{"ok":false,"tool":"bgs-archive","command":"pack","data":null,"error":{"code":"unsupported","message":"dx10_pack not yet supported (Task A-DX10)"}}

Coverage notes

  • Read/extract: Oblivion BSA v103, Fallout 3/New Vegas/Skyrim LE BSA v104, Skyrim SE/AE BSA v105, Fallout 4 BA2 v1, Fallout 4 NG BA2 v7/v8, Fallout 76 BA2 v1, Starfield BA2 v2 GNRL/v3 DX10.
  • Pack/write: TES3, TES4-family BSA versions, and FO4-family GNRL BA2 v1/v2/v7/v8.
  • DX10 and GNMF packing are not supported. Extracting those formats is supported.

Safe workflow pattern

  1. Run bgs-archive --json capabilities.
  2. Run info on the source archive.
  3. Run list --filter ... to bound the exact asset set.
  4. Extract into a workspace or overlay staging folder.
  5. If packing, write only to <MO2_Root>/mods/<mod-name>/Data/....
  6. Run info and list on the packed archive as readback before reporting success.

Remember: game Data and Stock-Game trees are read-only real state. MO2 overlays are the correct Vault-Tec-approved safety containment chamber.

© 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/using-bgs-archive of hashgraph-online/awesome-codex-plugins.

Open the folder on GitHubat commit 78497e5

Compare with similar skills

Using Bgs Archive 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.

Using Bgs Archive compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Using Bgs Archive this skillhashgraph-online/awesome-codex-plugins1.2k—~2.4kAutomated safety check: PassApache-2.0
Extractalirezarezvani/claude-skills28k—~1.4kAutomated safety check: PassMIT
Node Inspect Debuggeropenclaw/openclaw392k1 repos~894Automated safety check: PassMIT
Brand Extractnexu-io/open-design100k—~3.1kAutomated safety check: PassApache-2.0
Design Extractnexu-io/open-design100k—~549Automated safety check: PassApache-2.0
Kg Extractruvnet/ruflo74k—~751Automated safety check: NotesMIT

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Questions about Using Bgs Archive

What does Using Bgs Archive do?

A skill your agent uses 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…. Using Bgs Archive is an agent skill from hashgraph-online/awesome-codex-plugins. 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.

When should I use Using Bgs Archive?

Using Bgs Archive fits situations like: the user wants to inspect; repack Bethesda BA2/BSA archives; determine archive format/version/compression; build archive assets for an MO2 overlay.

How do I install Using Bgs Archive in Claude Code?

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

How do I install Using Bgs Archive in Codex?

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

Can I use Using Bgs Archive 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 using-bgs-archive -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/using-bgs-archive, .gemini/skills/using-bgs-archive, .github/skills/using-bgs-archive and .opencode/skills/using-bgs-archive in your project.

What does Using Bgs Archive need to run?

Going by SKILL.md and its folder, Using Bgs Archive needs the command-line tools its instructions call (cargo).

Does Using Bgs Archive 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 Using Bgs Archive 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 Using Bgs Archive use?

Using Bgs Archive 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 Using Bgs Archive use?

About 2.4k tokens (SKILL.md is roughly 9.6k 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 Using Bgs Archive?

Skills that share tags, products or a category with Using Bgs Archive: Extract (alirezarezvani/claude-skills, 28k stars), Node Inspect Debugger (openclaw/openclaw, 392k stars), Brand Extract (nexu-io/open-design, 100k stars) and Design Extract (nexu-io/open-design, 100k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Using Bgs Archive?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,242 GitHub stars. The repository holds 686 skills in this directory. The repository was last updated on October 8, 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.