Extract
alirezarezvani/claude-skills
Turn a proven pattern or debugging solution into a standalone reusable skill with SKILL.md, reference docs, and examples.
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…
$ npx skills add hashgraph-online/awesome-codex-plugins --skill using-bgs-archive -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-archive --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "using-bgs-archive" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive into .claude/skills/using-bgs-archive/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "using-bgs-archive", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archiveType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill using-bgs-archive -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-archive --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive .agents/skills/using-bgs-archive && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "using-bgs-archive" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive into .agents/skills/using-bgs-archive/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "using-bgs-archive", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill using-bgs-archive -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-archive --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive .cursor/skills/using-bgs-archive && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "using-bgs-archive" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive into .cursor/skills/using-bgs-archive/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "using-bgs-archive", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/hashgraph-online/awesome-codex-plugins.git --path plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill using-bgs-archive -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-archive --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive .gemini/skills/using-bgs-archive && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "using-bgs-archive" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive into .gemini/skills/using-bgs-archive/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "using-bgs-archive", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-archiveInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add hashgraph-online/awesome-codex-plugins --skill using-bgs-archive -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive .github/skills/using-bgs-archive && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "using-bgs-archive" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive into .github/skills/using-bgs-archive/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "using-bgs-archive", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill using-bgs-archive -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-archive --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive .opencode/skills/using-bgs-archive && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "using-bgs-archive" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/using-bgs-archive into .opencode/skills/using-bgs-archive/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "using-bgs-archive", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
using-bgs-archiveA 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. 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.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 78497e5. It shows what the files ask for, not the result of running them.
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.
Shell commands in SKILL.md call:
cargoFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
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.
.claude/skills/using-bgs-archive/SKILL.md (or your agent's skills folder).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:
Do not use it for plugin records (.esp/.esm/.esl) or load-order edits. Route those through xEdit / load-order skills.
Always query the live binary before choosing a game, format, or packing path:
bgs-archive --json capabilities
# Alias:
bgs-archive --json capsRead 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:
~/.bgs-modding-superpowers/tools/bgs-archive/<version>/or build from the source tree:
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 capabilitiesData folder or any Stock-Game tree.<MO2_Root>/mods/<mod-name>/Data/....Data.unsupported.--json for agent workflows and branch on the envelope, not human text.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:
textures/... or meshes/... file is active, it can mask every packed copy of that path.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.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:
| Thought | Reality |
|---|---|
| "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:
| Excuse | Reality |
|---|---|
| "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.
Every --json command returns one stdout object:
{
"ok": true,
"tool": "bgs-archive",
"command": "capabilities",
"data": {},
"error": null
}On classified failures:
{
"ok": false,
"tool": "bgs-archive",
"command": "pack",
"data": null,
"error": { "code": "unsupported", "message": "dx10_pack not yet supported (Task A-DX10)" }
}Check bgs-archive --help and <subcommand> --help for the current option surface. The examples below are templates.
capabilitiesUse first to discover supported games, subcommands, read support, and write support.
bgs-archive --json capabilitiesExpected machine output includes:
{"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}infoDetect archive family, version, BA2 format, compression, and entry count.
bgs-archive --json info "D:\path\to\Archive.ba2"Expected machine output shape:
{"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}listList archive entries, optionally with a glob filter and long metadata.
bgs-archive --json list "D:\path\to\Archive.ba2" --filter "textures/**/*.dds" --longExpected machine output shape:
{"ok":true,"tool":"bgs-archive","command":"list","data":[{"path":"textures/example/diffuse.dds","size":4096,"compressed":true}],"error":null}extractExtract to a chosen directory. Use filters to keep agent runs bounded.
bgs-archive --json extract "D:\path\to\Archive.ba2" --out "D:\work\archive-extract" --filter "meshes/**/*.nif"Expected machine output shape:
{"ok":true,"tool":"bgs-archive","command":"extract","data":{"output_dir":"D:\\work\\archive-extract","extracted_count":1,"paths":["meshes/example/static.nif"]},"error":null}packPack a directory into a supported output. The output path must be inside an MO2 mod overlay when the result is game-local content.
$overlay = "D:\ModOrganizer\mods\My Packed Assets"
bgs-archive --json pack "$overlay\source-assets" "$overlay\Data\MyPackedAssets - Main.ba2" --game fallout4 --format gnrl --compress zipExpected machine output shape:
{"ok":true,"tool":"bgs-archive","command":"pack","data":{"out_archive":"D:\\ModOrganizer\\mods\\My Packed Assets\\Data\\MyPackedAssets - Main.ba2","family":"fo4","version":1,"entry_count":12},"error":null}Unsupported DX10/GNMF pack example:
bgs-archive --json pack "$overlay\source-assets" "$overlay\Data\Textures.ba2" --game fallout4 --format dx10Expected result:
{"ok":false,"tool":"bgs-archive","command":"pack","data":null,"error":{"code":"unsupported","message":"dx10_pack not yet supported (Task A-DX10)"}}bgs-archive --json capabilities.info on the source archive.list --filter ... to bound the exact asset set.<MO2_Root>/mods/<mod-name>/Data/....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
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
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Using Bgs Archive this skillhashgraph-online/awesome-codex-plugins | 1.2k | — | ~2.4k | Automated safety check: Pass | Apache-2.0 | |
| Extractalirezarezvani/claude-skills | 28k | — | ~1.4k | Automated safety check: Pass | MIT | |
| Node Inspect Debuggeropenclaw/openclaw | 392k | 1 repos | ~894 | Automated safety check: Pass | MIT | |
| Brand Extractnexu-io/open-design | 100k | — | ~3.1k | Automated safety check: Pass | Apache-2.0 | |
| Design Extractnexu-io/open-design | 100k | — | ~549 | Automated safety check: Pass | Apache-2.0 | |
| Kg Extractruvnet/ruflo | 74k | — | ~751 | Automated safety check: Notes | MIT |
alirezarezvani/claude-skills
Turn a proven pattern or debugging solution into a standalone reusable skill with SKILL.md, reference docs, and examples.
openclaw/openclaw
Debug Node.js with node inspect, --inspect, breakpoints, CDP, heap, and CPU profiles.
nexu-io/open-design
Extract a complete Brand Kit from a live website by driving the in-app browser.
nexu-io/open-design
Extract design tokens (color / typography / spacing) from imported source code, screenshots, or Figma exports into the canonical token bag token-map consumes.
ruvnet/ruflo
Extract entities and relations from source files to build a knowledge graph
ruvnet/ruflo
Extract structured data via stored browser-templates or one-shot DOM queries, with mandatory AIDefence PII + prompt-injection gates before content reaches the model
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.
hashgraph-online/awesome-codex-plugins
Manage and query Calibre libraries with the calibredb CLI (local paths or Calibre Content server URLs).
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…
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…
hashgraph-online/awesome-codex-plugins
Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.
hashgraph-online/awesome-codex-plugins
Analyze nonfiction manuscripts for reader engagement signals, including heading-level word counts, slow starts, long slogs, weak takeaway titles, value pacing, beta-reader comment dropoff, and…
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.
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.
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.
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.
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.
Going by SKILL.md and its folder, Using Bgs Archive needs the command-line tools its instructions call (cargo).
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.
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.
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.
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.
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.
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.