Agent skill

Using Bgs Modding Superpowers

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

A skill your agent uses when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation.

Apache-2.0Auto-check passedGame Development

Install Using Bgs Modding Superpowers

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

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

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins using-bgs-modding-superpowers --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-modding-superpowers .claude/skills/using-bgs-modding-superpowers && 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-modding-superpowers
GitHub stars
1.2k
Token cost
~4.4k tokens
SKILL.md length
2,028 words
Files
1
Skills in repo
686
Repo updated
First seen
Licence
Apache-2.0

At a glance

A skill your agent uses when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation.

  • Works in 8 steps: **The user's and any //Data/` (or… → All xEdit work goes through the bundled… → **Mutating operations require explicit… → …
  • Starting ANY conversation involving Bethesda Game Studio modding
  • SKILL.md covers Available skills (auto-trigger…, Available MCP tools, Hard rules (non-negotiable) and How to use this bootstrap, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Using Bgs Modding Superpowers is an agent skill from hashgraph-online/awesome-codex-plugins. Use when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation. Bootstrap that loads the toolkit overview, lists available task skills, and enforces the hard rules of this plugin. Auto-injected by the OpenCode plugin's chat.messages.transform hook and by the hooks/ session-start chain in Claude Code and Codex.

Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game development. 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

  • Starting ANY conversation involving Bethesda Game Studio modding
  • Modpack curation

Example prompts

  • “/using-bgs-modding-superpowers”

Requirements

  • Python 3

Workflow steps

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

  1. **The user's and any //Data/` (or equivalent
  2. All xEdit work goes through the bundled xedit MCP. Never spawn
  3. **Mutating operations require explicit user consent and a daemon launched
  4. A session.save response is not durability. A nonzero
  5. **Large scope (many records, broad conflict survey) → delegate to a
  6. BGS domain knowledge routes through the KB first. For questions about
  7. First-run state: if MO2 / xEdit / the control-plane Python plugin are
  8. Nexus credentials and Premium download paths: MO2 stores the user's

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

    No scripts in the folder and no shell commands in SKILL.md.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

    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 Modding Superpowers loads about 4.4k tokens when it runs. Until then it costs about 96 tokens; SKILL.md has 2,028 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~96
When it runs · the whole SKILL.md, loaded when a task matches
~4.4k

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). 2,028 words, ~4,364 tokens.

Download SKILL.mdSave it as .claude/skills/using-bgs-modding-superpowers/SKILL.md (or your agent's skills folder).
name
using-bgs-modding-superpowers
description
Use when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation. Bootstrap that loads the toolkit overview, lists available task skills, and enforces the hard rules of this plugin. Auto-injected by the OpenCode plugin's chat.messages.transform hook and by the hooks/ session-start chain in Claude Code and Codex.

<EXTREMELY_IMPORTANT_BGS_MODDING_SUPERPOWERS> This is the bgs-modding-superpowers per-session bootstrap. If you are reading this, the plugin injected it into the first user message of this session. Do NOT discard it. Do NOT respond to the user yet without first checking whether one of the task skills below applies. </EXTREMELY_IMPORTANT_BGS_MODDING_SUPERPOWERS>

Using BGS Modding Superpowers

You are operating with the bgs-modding-superpowers plugin loaded. This plugin gives you an agent-driven toolkit for Bethesda Game Studio modpack curation: MO2 control plane, xEdit MCP, conflict-audit workflow, and runtime asset skills for dev-log and release-changelog maintenance.

Available skills (auto-trigger on these intents)

SkillAuto-triggers when
setting-up-bgs-modding-environmentFirst conversation in a project; MO2 or xEdit not yet detected; user says "set up", "install", "bootstrap", "configure"
maintaining-modding-environmentsAfter first-run: "ongoing", "maintain", "register custom pack", "prune cache", "update knowledge base", "modding environment health check"
evaluating-bgs-modsDeciding whether a mod belongs in the pack; "should I add this mod", "is this mod good", "评估这个mod", "这个mod值得装吗", "this mod looks too good to be true"
interpreting-mod-author-instructionsAfter INCLUDE verdict, before download/install; "how do I install", "FOMOD choices", "which file to download", "author说明", "which variant", "按作者说明安装"
curating-bgs-modpackWhole-pack incremental build strategy; "plan the pack", "batch strategy", "rollback point", "naming convention", "declare 风格", "策展整合包", "整合包规划"
diagnosing-bgs-problemsIt broke — symptom-first triage; "CTD", "crash log", "FPS drop", "stuttering", "Buffout", "freeze", "won't start", "崩溃", "掉帧", "卡顿"
testing-bgs-modpackProactive post-install verification of a batch; "test the pack", "verification", "post-install check", "is it stable", "what should I test", "测试整合包", "验证安装"
xedit-automationAny task involving .esp/.esm/.esl plugin files, FormIDs, masters, conflicts, ESL flagging, ITM/UDR cleaning, Pascal scripts
xedit-conflict-audit"Why is this override not winning?", "Which plugins overlap on this record?", "Is this load order safe?"
writing-bgs-load-orderReading/editing/generating plugins.txt or loadorder.txt; enabling/disabling/reordering/adding/removing plugins; launching xEdit with a custom plugins file; "load order", "enable this plugin", "disable that plugin", "what does the asterisk mean"
using-bgs-translatorTranslate a Bethesda plugin's text to another language; "translate this mod", "汉化这个 mod", "localize mod to chinese", "build SST for", "use my LLM to translate plugins"
using-bgs-archiveunpack/pack BA2/BSA archives; inspect archive format/contents; extract assets
using-bgs-papyruscompile/decompile Papyrus PSC<->PEX for Skyrim/FO4/Starfield
writing-modpack-devlog"Log this", "record what I did", "note this change", "add to dev-log", "track this decision"
writing-modpack-changelog"Cut a release", "release notes", "what changed since v1.2", "prepare release for Nexus"

When the user's intent matches one of these, invoke the corresponding skill through your skill tool BEFORE replying. Do not paraphrase the skill from memory; let the skill load.

Available MCP tools

The bundled xedit MCP server (declared in .mcp.json for Claude Code / Codex, declared via the OpenCode plugin's config.mcp.xedit hook) is fully non-blocking: every tool returns immediately. The xEdit daemon's lifecycle is tracked in the server's in-memory state machine, and domain tools fast-fail with code: "not_ready" if you call them before the daemon is ready.

Lifecycle / health tools
ToolUse
xedit_statusPure read. Returns { status: "not_started" | "starting" | "ready" | "failed", ... }. Never modifies state. Use this to POLL while waiting for a launch.
xedit_startKicks off an asynchronous daemon launch if not already starting/ready. Returns immediately. Accepts optional overrides: { launcherPath?, gameMode?, dataPath?, pluginsFile?, moProfile? }. Use dataPath (MO2 gamePath + "\\Data") to override xEdit's registry-discovered platform path; use pluginsFile to point at a custom load order (see writing-bgs-load-order). The launch itself takes 60-240s; that work happens in the background.
xedit_healthWhen ready: sends system.ping through the named pipe to catch zombies. After a flush exit timeout, rechecks the retained managed PID so a delayed normal exit can clear lifecycle state without force.
xedit_dirtyReturns xEdit dirty state plus authoritative contract-0.23 pending-rename readback when available, with a local fail-closed fallback for older daemons. Pending saves remain visible even when daemon dirty state is false.
xedit_flushContract-0.23 durability boundary. Requires consent, drains pending renames, validates the response, waits for the managed daemon's promised self-exit, and reports complete, partial, or unknown outcome. Failed in-band renames get one final exit-time retry; fresh-daemon readback decides durability.
xedit_stopStops the daemon and clears MCP runtime state. It refuses unsaved edits or pending-shutdown saves unless force: true is explicitly chosen; forced abandonment is reported and audited.
xedit_restartStops the daemon with the same dirty/pending-save safety, then kicks off a fresh async launch. Use only when no pending save is tracked; force: true is explicit abandonment, not a flush.
Domain tools (6) — require ready, fast-fail otherwise
ToolUse
xedit_sessionIf ready: returns the full session envelope (gameMode, loadOrderSize, daemonPid). If not_started: auto-initiates the launch. Otherwise: returns the current status. Always non-blocking.
xedit_list_capabilitiesCurated 50-command contract-0.23 digest + live drift report.
xedit_find_recordLocate by {file, formId} or {editorId}.
xedit_read_recordFields + base record + winning override.
xedit_inspect_conflictsW2 verdict tool: no_conflict / itpo / itm / minor / breaking.
xedit_call(command, args)Atomic passthrough for native daemon commands; in-harness. Lifecycle-owned session.flush is refused here and must use xedit_flush.
Canonical lifecycle pattern (do this every session that touches xEdit)
1. xedit_start({})                  -> { status: "starting" }      (or "ready")
2. xedit_status({})                 -> poll until status="ready"   (sleep 5-15s between calls)
3. xedit_health({})                 -> confirm responsive=true
4. xedit_session({}) / xedit_*      -> normal domain work
5. xedit_dirty({})                  -> check dirty state and pendingShutdownSave
6. xedit_flush({})                  -> when pending > 0, drain + confirm daemon self-exit
7. xedit_start({ ... })             -> fresh daemon for persistence readback after flush
8. xedit_stop({}) / restart({ ... }) -> only when no dirty or pending state exists

NEVER call a domain tool in a tight loop expecting it to "wait." If xedit_status reports status: "failed", surface data.error to the user and stop — common causes are MO2 not running visibly, the Python plugin not loaded, the xEdit binary missing, or xEdit's automation-serve tripping on the active load order.

The structured daemon-command and workflow reference now lives in KB records. Use bgs_kb_query / bgs_kb_get for deep reference retrieval; the old skills/xedit-automation/xedit-knowledgebase.md path is a redirect only.

BGS knowledge-base tools (3) — curated knowledge, no xEdit daemon

The sibling BGS knowledge-base MCP is for curated modding knowledge, not live runtime state. It works before MO2 / xEdit are configured; use xEdit MCP for actual plugin, load-order, and record readback.

ToolUse
bgs_kb_statusReports loaded KB packs, versions, games, domains, cache root, and user pack roots.
bgs_kb_querySearches loaded packs for ranked knowledge snippets with game/domain filters and sources.
bgs_kb_getFetches a full record by id, merging game-specific variants when game is provided.

Hard rules (non-negotiable)

  1. The user's <MO2_Root> and any <MO2_Root>/<game>/Data/ (or equivalent "Stock Game" tree) is real game state. Never write into it directly. Any game-local change is expressed as an MO2 mod overlay under <MO2_Root>/mods/<mod-name>/. The MO2 VFS projects it at runtime.
  2. All xEdit work goes through the bundled xedit MCP. Never spawn xEdit.exe directly from the shell, never parse .esp/.esm/.esl files with your own Python/JS, never invoke xedit-client.ps1 from raw shell. The MCP exists so the harness can enforce validation, state, rules, and audit on every call. Atomic passthrough (xedit_call) is the documented escape hatch when an intent tool does not fit — it is still in-harness.
  3. Mutating operations require explicit user consent and a daemon launched with -IKnowWhatImDoing. Read the xedit-automation skill BEFORE any destructive work. The anti-pattern list there is binding.
  4. A session.save response is not durability. A nonzero savedFilesPendingShutdown / savePendingShutdownCount is deferred. On contract 0.23, xedit_dirty reconciles that fallback with the daemon's authoritative pending queue and xedit_flush is the only supported in-band drain. It validates the response and confirms daemon self-exit before clearing the blocking guard. A partial or unknown outcome remains visible as lastFlush; after relaunch it is labelled previousSessionFlush with the old PID and timestamp. Failed in-band renames receive one normal exit-time retry, so fresh-daemon readback, not the partial envelope alone, decides durability. force:true on stop/restart is still explicit abandonment, never durability proof.
  5. Large scope (many records, broad conflict survey) → delegate to a read-only investigator subagent FIRST. The subagent burns its own context and returns a distilled summary. Do not loop hundreds of records through your own context.
  6. BGS domain knowledge routes through the KB first. For questions about how BGS modding works — Papyrus semantics, plugin-format gotchas, archive precedence, load-order conventions, common engine quirks, or game-specific toolchain gotchas — call bgs_kb_status / bgs_kb_query before improvising or reaching for web search. If the question is about what the current local load order, plugin, or record actually is, use xedit_* or the relevant file/CLI surface instead. The KB is advisory; xEdit readback remains authoritative for actual state. If bgs_kb_status reports no packs or the needed game pack is missing, fall back to web research using the roadmap Appendix source list or route setup/maintenance work to install the pack.
  7. First-run state: if MO2 / xEdit / the control-plane Python plugin are not yet set up on this machine, invoke setting-up-bgs-modding-environment BEFORE any modpack work. That skill orchestrates detection and install.
  8. Nexus credentials and Premium download paths: MO2 stores the user's Nexus API key globally in Windows Credential Manager under target ModOrganizer2_APIKEY (legacy) / ModOrganizer2_NEXUS_OAUTH_TOKENS (modern OAuth). Reading the key requires explicit per-session user consent and the key must be masked in any visible output. The agent-friendly refresh path for Nexus update state is "Option B" — direct API call to /v1/games/{game}/mods/{id}.json + write back to meta.ini via mo2_edit_meta, no MO2 GUI launch needed. Both workflows are documented in the maintaining-modding-environments skill and in KB records install-planning.mo2-windows-credential-mining.v1 + install-planning.nexus-direct-api-update-check.v1. For Premium-account direct downloads, use POST /v1/games/{game}/mods/{id}/files/{file_id}/download_link.json (returns 7 CDN mirrors) — Premium-only; free accounts must use the Nexus browser flow.
Show full SKILL.md (569 more words)Show less

How to use this bootstrap

  • This skill loads automatically on every new session. You do not need to re-invoke it.
  • When a user intent matches a task skill in the table above, invoke that skill via your skill tool. Do not paraphrase.
  • When the user asks about "what can you do", reference the skills inventory here; do not invent capabilities the plugin does not have.
  • When answering BGS modding-domain questions, prefer local KB retrieval before web search. The bundled core pack ships inline; per-game packs may be installed later via setup / maintenance skills; end-user packs may be registered via $BGS_KB_USER_PACKS through maintaining-modding-environments.
  • When you would normally write code that touches BGS plugin files (.esp/.esm/ .esl), STOP and route through xedit-automation instead.
  • When the user is deciding whether to add or keep a mod ("should I install X", "is this good", "评估"), route to evaluating-bgs-mods BEFORE any install/download action.
  • When an INCLUDE verdict is in and the user needs to read author instructions / pick FOMOD options / choose a file or variant, route to interpreting-mod-author-instructions.
  • When the user is planning the whole pack, sizing batches, deciding rollback boundaries, or declaring 风格, route to curating-bgs-modpack.
  • When the user reports a crash, CTD, FPS drop, freeze, or stutter ("崩溃", "掉帧", "卡顿"), route to diagnosing-bgs-problems for symptom-first triage BEFORE any blame attribution.
  • When the user wants to verify a freshly installed batch ("test the pack", "is it stable", "验证安装"), route to testing-bgs-modpack.
  • When the user wants to translate plugin text or emit SST dictionaries for a mod, route to using-bgs-translator instead of xEdit; translator reads plugin text and emits dictionaries, it does not modify plugin binaries.
  • When the user wants to inspect, unpack, extract, or pack BA2/BSA archives, route to using-bgs-archive; archive packing must write to MO2 overlays, not game Data or Stock-Game trees.
  • When the user wants to compile or decompile Papyrus scripts (.psc / .pex), route to using-bgs-papyrus; compiled .pex output must go to MO2 overlays, not game Data or Stock-Game trees.
  • When the user asks to "log", "record", "track", or "note" modpack work, route to writing-modpack-devlog. When the user asks to "cut a release" or prepare release notes, route to writing-modpack-changelog.

See also

  • setting-up-bgs-modding-environment — first-run setup orchestrator.
  • maintaining-modding-environments — ongoing environment care, KB updates, custom-pack registration, cache pruning, and health checks after first-run.
  • evaluating-bgs-mods — judgment skill: should this mod go in the pack (BGS systemic-design fit, quality/risk/pack-value); hands off to interpreting-mod-author-instructions on INCLUDE.
  • interpreting-mod-author-instructions — judgment skill: how to correctly download/install per author说明 (FOMOD reasoning, file/variant selection, prerequisites). Downstream from evaluating-bgs-mods INCLUDE verdict.
  • curating-bgs-modpack — judgment skill: whole-pack incremental strategy (batch sizing, rollback boundaries, attribution/naming, declaring 风格); cross-stage skill that the per-mod skills feed.
  • diagnosing-bgs-problems — judgment skill: symptom-first triage for CTD / FPS / freeze / stutter; escalates to xedit-conflict-audit or using-bgs-archive once root-cause class is identified.
  • testing-bgs-modpack — judgment skill: proactive post-install verification of an install batch; escalates to diagnosing-bgs-problems on failure.
  • xedit-automation — hub skill for all xEdit work; routing doctrine, anti-patterns, sub-agent recipes.
  • BGS KB records under knowledge/bgs-kb/packs/core/records/ — deep reference for daemon commands, error codes, save semantics, glossary, and durable gotchas.
  • xedit-conflict-audit — the W2 conflict-audit workflow.
  • using-bgs-translator — CLI + Tk workflow for LLM-assisted plugin text translation and SST dictionary export.
  • using-bgs-archive — BA2/BSA archive inspection, extraction, and safe overlay-only packing.
  • using-bgs-papyrus — Papyrus PSC/PEX compile/decompile workflows for Skyrim, Fallout 4, and Starfield.
  • writing-modpack-devlog, writing-modpack-changelog — runtime asset skills for project documentation.

Plugin: bgs-modding-superpowers. Repo: https://github.com/BB-84C/bgs-modding-superpowers. If any environmental component (MO2, xEdit, control-plane Python plugin) is missing, route through setting-up-bgs-modding-environment before continuing.

© 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-modding-superpowers of hashgraph-online/awesome-codex-plugins.

Open the folder on GitHubat commit 78497e5

Compare with similar skills

Using Bgs Modding Superpowers 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 Modding Superpowers compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Using Bgs Modding Superpowers this skillhashgraph-online/awesome-codex-plugins1.2k—~4.4kAutomated safety check: PassApache-2.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.6k—~4.5kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.3k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Package AddIvanMurzak/Unity-MCP4.4k1 repos~665Automated safety check: PassApache-2.0

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Questions about Using Bgs Modding Superpowers

What does Using Bgs Modding Superpowers do?

A skill your agent uses when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation. Using Bgs Modding Superpowers is an agent skill from hashgraph-online/awesome-codex-plugins. Use when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation.

When should I use Using Bgs Modding Superpowers?

Using Bgs Modding Superpowers fits situations like: starting ANY conversation involving Bethesda Game Studio modding; modpack curation.

How do I install Using Bgs Modding Superpowers in Claude Code?

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

How do I install Using Bgs Modding Superpowers in Codex?

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

Can I use Using Bgs Modding Superpowers 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-modding-superpowers -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-modding-superpowers, .gemini/skills/using-bgs-modding-superpowers, .github/skills/using-bgs-modding-superpowers and .opencode/skills/using-bgs-modding-superpowers in your project.

What does Using Bgs Modding Superpowers need to run?

SKILL.md names no scripts, command-line tools or credentials: Using Bgs Modding Superpowers is instructions for the agent only. Our summary lists: Python 3.

Does Using Bgs Modding Superpowers access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Using Bgs Modding Superpowers 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 Modding Superpowers use?

Using Bgs Modding Superpowers 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 Modding Superpowers use?

About 4.4k tokens (SKILL.md is roughly 17k 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 Modding Superpowers?

Skills that share tags, products or a category with Using Bgs Modding Superpowers: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Using Bgs Modding Superpowers?

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.