Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when reading, editing, or generating a Bethesda Game Studio load-order file (plugins.txt / loadorder.txt) for Fallout 4, Skyrim SE/AE/VR, Fallout 76, Starfield, or when…
$ npx skills add hashgraph-online/awesome-codex-plugins --skill writing-bgs-load-order -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins writing-bgs-load-order --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/writing-bgs-load-order .claude/skills/writing-bgs-load-order && 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 "writing-bgs-load-order" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order into .claude/skills/writing-bgs-load-order/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "writing-bgs-load-order", 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/writing-bgs-load-orderType 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 writing-bgs-load-order -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins writing-bgs-load-order --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/writing-bgs-load-order .agents/skills/writing-bgs-load-order && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "writing-bgs-load-order" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order into .agents/skills/writing-bgs-load-order/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "writing-bgs-load-order", 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 writing-bgs-load-order -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins writing-bgs-load-order --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/writing-bgs-load-order .cursor/skills/writing-bgs-load-order && 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 "writing-bgs-load-order" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order into .cursor/skills/writing-bgs-load-order/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "writing-bgs-load-order", 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/writing-bgs-load-order--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 writing-bgs-load-order -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins writing-bgs-load-order --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/writing-bgs-load-order .gemini/skills/writing-bgs-load-order && 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 "writing-bgs-load-order" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order into .gemini/skills/writing-bgs-load-order/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "writing-bgs-load-order", 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 writing-bgs-load-orderInstalls 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 writing-bgs-load-order -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/writing-bgs-load-order .github/skills/writing-bgs-load-order && 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 "writing-bgs-load-order" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order into .github/skills/writing-bgs-load-order/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "writing-bgs-load-order", 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 writing-bgs-load-order -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 writing-bgs-load-order --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/writing-bgs-load-order .opencode/skills/writing-bgs-load-order && 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 "writing-bgs-load-order" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order into .opencode/skills/writing-bgs-load-order/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "writing-bgs-load-order", 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.
writing-bgs-load-orderA skill your agent uses when reading, editing, or generating a Bethesda Game Studio load-order file (plugins.txt / loadorder.txt) for Fallout 4, Skyrim SE/AE/VR, Fallout 76, Starfield, or when…
Writing Bgs Load Order is an agent skill from hashgraph-online/awesome-codex-plugins. Use when reading, editing, or generating a Bethesda Game Studio load-order file (plugins.txt / loadorder.txt) for Fallout 4, Skyrim SE/AE/VR, Fallout 76, Starfield, or when launching xEdit with a custom plugin list. Authoritative reference for the asterisk-prefix format, official masters detection, ESL handling, and the routing rules between plugins.txt editing and xEdit daemon commands.
Its SKILL.md is about 5k 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.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 3e1456a. 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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are dot, typescript and powershell).
From 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.
Writing Bgs Load Order loads about 5k tokens when it runs. Until then it costs about 103 tokens; SKILL.md has 2,200 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 3e1456a, republished under its Apache-2.0 licence (© hashgraph-online). 2,200 words, ~4,952 tokens.
.claude/skills/writing-bgs-load-order/SKILL.md (or your agent's skills folder).Harness status (2026-07-29): The local prototype harness was destroyed by an unattributed operation and will not be rebuilt. The historical
.artifacts/mo2example below is DEFUNCT. Testing now uses externally-configured Starfield or Fallout 4 MO2 instances; machine-specific details and the forensic record are private.
Sources for every claim in this skill:
Ortham/libloadorder(the library behind LOOT),ModOrganizer2/modorganizer/src/profile.cpp,ModOrganizer2/modorganizer-basic_games/.../game_plugins.py, and xEdit's official docs Section 2.8.1.
| Format | Games | File | Activation marker |
|---|---|---|---|
| Asterisk format (modern) | Fallout 4, Skyrim SE/AE/VR, Fallout 4 VR, Starfield | plugins.txt | leading * = active |
| Textfile-only (legacy) | Skyrim LE, Oblivion, Fallout 3, Fallout NV | plugins.txt (active only) + sibling loadorder.txt (full order) | presence in plugins.txt = active |
This skill covers the asterisk format in depth. If your target is Skyrim LE / Oblivion / FO3 / FNV, the rules are different — see the "Legacy format" section at the bottom.
| Context | Path |
|---|---|
| Vanilla install (no MO2) | %LOCALAPPDATA%\<GameFolder>\plugins.txt (e.g. Fallout4, Skyrim Special Edition, Starfield) |
| MO2-managed | <MO2_Root>\profiles\<ProfileName>\plugins.txt |
| MO2-managed sibling | <MO2_Root>\profiles\<ProfileName>\loadorder.txt (full order including inactive; MO2 keeps both) |
| Agent-authored (experiments) | an agent-owned artifacts path — generate your own, pass to xedit_start({ pluginsFile }) |
Ownership in MO2 use: MO2 writes plugins.txt whenever the user toggles
plugin checkboxes in the GUI. LOOT can also write it. If you mutate it under
MO2, do it while MO2 is closed OR via mobase's IPluginList API — live edits
while MO2 is open get overwritten on its next save.
# This file was automatically generated by Mod Organizer.
*Unofficial Fallout 4 Patch.esp ← * = ACTIVE; loads first among non-vanilla
ArmorKeywords.esm ← no * = present-but-INACTIVE; position preserved
*HUDFramework.esm
SomeDisabledMod.esp
*MyMod.esp ← bottom = loads LAST = wins conflictsVerbatim parser rules (from libloadorder/src/load_order/asterisk_based.rs):
# (column 0) → comment, ignored.* → plugin name follows; active.# must be at column 0.Ordering is not list housekeeping. It decides which plugin record or archive payload the game actually sees when two mods touch the same thing: later wins. For loose files, remember the separate asset layer: loose files can win over BA2/BSA archive contents even when their plugin loads earlier. Use ordering to choose whole-record / whole-archive winners; use a patch when you need one final record stitched from multiple mods.
Iron law: if the desired result cannot be expressed as "one later plugin wins over one earlier plugin," stop sorting and audit/patch the conflict.
The source-mined principle comes from BB84's Vortex-era sorting lesson and the later xEdit "终极奥义": order is theoretically replaceable by a final compatibility patch, but patching every conflicting FormID in a real pack is not realistic. A sane order reduces the patch surface; it does not eliminate patching.
digraph sort_or_patch {
rankdir=TB;
start [label="Conflict or ordering question", shape=doublecircle];
exists [label="Do the involved plugins actually load and have valid masters?", shape=diamond];
fixfile [label="Fix plugins.txt/loadorder.txt validity first", shape=box];
author [label="Does the mod author specify order or patch requirement?", shape=diamond];
obey [label="Follow author instruction; verify with xEdit/readback", shape=box];
winner [label="Can one plugin/archive win wholesale without losing needed data?", shape=diamond];
sort [label="Solve by order: later winner goes after earlier loser; mirror loadorder.txt in MO2", shape=box];
stitch [label="Need fields/data from multiple plugins in one final state?", shape=diamond];
patch [label="Hand off to xedit-conflict-audit / xedit-automation and build or inspect a patch", shape=box];
group [label="Is this about a per-game group template (lighting/weather/major compatibility-fix style)?", shape=diamond];
kb [label="Query KB domain=load-order for the target game; if silent, mark [GAP]", shape=box];
done [label="Verify winning override / loaded file chain", shape=doublecircle];
start -> exists;
exists -> fixfile [label="no"];
exists -> author [label="yes"];
fixfile -> done;
author -> obey [label="yes"];
author -> winner [label="no"];
obey -> done;
winner -> sort [label="yes"];
winner -> stitch [label="no"];
sort -> done;
stitch -> patch [label="yes"];
stitch -> group [label="not sure"];
patch -> done;
group -> kb [label="yes"];
group -> patch [label="no"];
kb -> done;
}Sort solves priority: which complete plugin record or BA2/BSA archive wins after a later-wins cascade.
Patch solves composition: which fields from multiple plugins must be preserved together in one final winning record.
Group ordering is a scale tool, not magic. Put mods into purpose-based groups so order can be reasoned about in batches; same-group conflicts still need a specific winner or a patch.
Masters and official early-loading plugins are not discretionary. Infer them from the current runtime as described below; user-managed patches generally live late because they intentionally carry final stitched decisions.
Prefer the later winner that expresses the pack's system rule over incidental edits from a content mod. Example principle: if one mod imposes the pack-wide equipment-slot rule and another content mod casually edits one vanilla slot, the system-rule mod usually belongs later. Verify the actual records.
Do not inline per-game group templates here. For lighting, weather, major compatibility-fix placement, major overhauls, or game-specific community group layouts, query the KB first:
bgs_kb_query({ query: "load order group template lighting weather patch", games: ["<Game>"], domains: ["load-order"] })If the KB is silent, mark [GAP] instead of inventing a generic position.
| Situation | Default |
|---|---|
| Beginner / small pack, no author instruction, no known conflict | Use LOOT or the manager's automatic sort as a baseline, then validate. |
| Author specifies order, dependency, or required compatibility patch | Follow the author first; verify with xEdit/readback. |
| xEdit shows the automatic result chose the wrong winner | Manually reorder if one winner is enough; patch if fields must be stitched. |
| Per-game group placement question | Query KB load-order records; do not hardcode a cross-game template in this skill. |
| Recurring conflict family across many mods | Create/adjust a group rule, then patch only the records the group rule cannot express. |
| Thought | Reality |
|---|---|
| "排序无所谓,xEdit能补一切." | True only in principle; exhaustive FormID stitching is not realistic at pack scale. Sort first to reduce the patch surface. |
| "LOOT / auto-sort ran, so ordering judgment is done." | Auto-sort is a baseline. It cannot know every pack-specific winner or every author-required exception. |
| "Same group means no conflict." | Same group means conflicts should be rare. When two same-group mods touch the same record, decide winner or patch. |
| "Manager UI shows no conflict, so there is no conflict." | Record conflicts require xEdit readback. Asset/archive conflicts require asset-precedence inspection. |
| "Just put every patch last and forget the rest." | Patches late is correct, but a patch can only express decisions you actually audited. |
| "Lighting/weather/major compatibility-fix placement is universal." | Those are per-game template facts. Query KB and mark [GAP] if the pack has no record. |
| Excuse | Reality |
|---|---|
| "I'll patch everything later." | That is the impossible endgame. A sane order is how you avoid patching irrelevant conflicts one by one. |
| "Manual sorting is just vibes." | Manual sorting is only legitimate when tied to a known winner, author instruction, group rule, or xEdit readback. |
| "The content mod should win because it adds new things." | Content mods often carry incidental edits. A systemic-rule mod may be the right later winner. |
| "If two mods are incompatible, sorting harder will fix it." | Some conflicts are ordering conflicts; some are real incompatibilities. Escalate to audit instead of looping order changes. |
| "Archive conflicts are invisible, so ignore them." | Invisibility is why BA2/BSA precedence must be inspected rather than guessed. |
If sorting does not produce the intended winning override, hand off to
xedit-conflict-audit: inspect the record, name the winning override, decide
whether the current winner is safe, and only then route to patch authoring.
The engine loads each game's official plugins at fixed positions before reading
the user-managed plugins.txt. The exact set depends on the target game,
installed DLC, and any Creation Club / verified-content bundles.
Do not hardcode a per-game vanilla-master list in your workflow. Instead, derive the official masters from the user's actual MO2-managed runtime:
<MO2_Root>\ModOrganizer.ini to learn gameName and gamePath.xedit_call({ command: "files.list", args: {} })
and look at the earliest, auto-loaded official plugins. Treat those as the
immutable official master set.<gamePath>\Data)
and known official DLC/content files there. Do not add, remove, or reorder
them in your generated plugins.txt.libloadorder's writer skips these early-loading official plugins on save; MO2 re-injects them as active at read time. So whether they appear in the file or not, they load first.
Practical rule for agent-authored plugins.txt: omit the official masters you inferred from the actual target runtime. Start your file with user-managed plugins instead.
Prefix the line with *. Position unchanged.
Before:
ArmorKeywords.esmAfter:
*ArmorKeywords.esmStrip the leading *. Position preserved (the plugin stays in the file).
Before:
*HUDFramework.esmAfter:
HUDFramework.esmDelete the whole line. Position is dropped. (MO2 will re-append it as inactive
at the end of loadorder.txt on next read — plugins.txt itself stays clean.)
Cut the line, paste it after Y. Mirror the change in loadorder.txt if it
exists (MO2 maintains both files; out-of-sync state confuses MO2).
Append at the bottom with * if you want it active.
*MyExistingMod.esp
*JustInstalledMod.esp ← new line at the endThe bottom = loads last = wins conflicts with everything above. If you don't want it to win conflicts, move it higher.
Do NOT do this by editing plugins.txt. The light-plugin flag lives in
the plugin's file header, not in the load-order file. Route through the xEdit
daemon:
xedit_call({ command: "plugin.esl.analyze", args: { file: "MyMod.esp" } }) — checks whether the plugin's FormIDs fit in the ESL FE-slot range.xedit_call({ command: "plugin.esl.apply", args: { file: "MyMod.esp" } }) — sets the light-plugin flag in the file header.After flagging, the file extension stays .esp. The engine reads the new
flag at load time and remaps the plugin into the shared FE slot.
plugins.txt does NOT change as part of ESL conversion.
| Operation | Right path | Why |
|---|---|---|
| Activate / deactivate a plugin | Edit plugins.txt (toggle *) | No daemon verb exists for activation; the daemon manipulates plugin contents, not the activation file. |
| Reorder plugins | Edit plugins.txt + mirror in loadorder.txt | xEdit docs 2.3 (verbatim): "Load order cannot be changed with xEdit." |
| Remove a plugin entry | Edit plugins.txt | Same reason. |
| Add new plugin to load order | Edit plugins.txt (append) | Daemon doesn't write the activation file. MO2 will project the mod's .esp via VFS once the file references it. |
| Check a plugin's masters | xedit_call({command:"files.get_masters", args:{file:"..."}}) | Reads the plugin header. |
| Add a missing master to a plugin | xedit_call({command:"files.add_required_masters", args:{...}}) | Mutates the file header. |
| Convert ESP → ESL | plugin.esl.analyze → plugin.esl.apply | Sets header flag; load-order file unchanged. |
| Clean ITM / UDR | xEdit launcher with -quickAutoClean OR daemon files.clean_masters | Both work; CLI faster for batch. |
| Sort the load order | External LOOT | Neither xEdit nor MO2 sorts; LOOT does, then writes plugins.txt. |
| Verify a load order is valid | Combine: read plugins.txt, then daemon files.list to confirm each *-prefixed file exists with required masters present. | Two-sided: file presence (libloadorder) + header consistency (xEdit). |
The rule of thumb: plugins.txt is an activation surface owned by MO2 (or
LOOT, or the agent). The xEdit daemon never touches it. The daemon's domain
ends at the file header of individual plugins.
When you want xEdit to load only a subset of mods (e.g., to isolate a
conflict between two specific plugins), generate a custom plugins.txt under
an agent-owned artifacts path and pass it to xedit_start:
// 1. Write the file
const customPlugins = `# Agent-generated for conflict isolation between PluginA + PluginB
*<PrimaryGameMaster>.esm
*<OptionalCommunityFix>.esp
*PluginA.esp
*PluginB.esp
`;
await writeFile("<agent-owned-artifacts-path>/foo-vs-bar/plugins.txt", customPlugins);
// 2. Start xEdit pointing at the custom file + the right Data dir
await xedit_start({
pluginsFile: "<agent-owned-artifacts-path>/foo-vs-bar/plugins.txt",
dataPath: "<MO2_Root>/<managed game root>/Data",
gameMode: "<GameMode>",
});Notes for the experimental file:
| File | What it lists | Prefix convention | Where |
|---|---|---|---|
plugins.txt | .esp/.esm/.esl plugin filenames | * = active, no prefix = inactive | <profile>/plugins.txt |
modlist.txt | MO2 mod folder names (under mods/) | + = enabled, - = disabled, * = foreign | <profile>/modlist.txt |
The * in modlist.txt means "foreign mod" (MO2-managed but externally
owned), NOT "active." Mixing the two formats is the #1 way to corrupt a
profile. Never copy/paste between them.
Before launching xEdit via the agent, read MO2's config to learn the managed game path:
# <MO2_Root>\ModOrganizer.ini contains lines like:
gameName=Fallout 4
gamePath=@ByteArray(D:\\awesome-bgs-mod-master\\.artifacts\\mo2\\Stock Game\\Fallout 4)The gamePath value (strip the @ByteArray(...) wrapper) is where the
agent's xedit_start({ dataPath: ... }) should point. Specifically, the Data
directory is <gamePath>\Data. Without an explicit dataPath, xEdit falls
back to the Windows registry — which points at the platform install path,
not necessarily the MO2-managed game root. That's the source of "wrong Data"
bugs.
Three options for catching a malformed plugins.txt before launching xEdit
into a broken state:
-quickAutoClean against the
file. Non-zero exit = a master is missing or a *-prefixed plugin doesn't
resolve. Cheap and authoritative.xEdit.exe -fo4 -D:"...\Data\" -P:"...\plugins.txt" -veryquickshowconflicts*-prefixed plugin must exist as a file in the
Data dir; no duplicate lines; under 255 active full plugins + under 4096
active light plugins (.esl + flagged-ESP).What makes a file invalid:
*-prefixed line whose file does not exist in the Data dir.The OLD format used by pre-asterisk games:
* prefix. Presence of a plugin line in plugins.txt means it's
active. Absence means it's not loaded.loadorder.txt is the canonical full-order file (active + inactive).
plugins.txt contains only active plugins.plugins.txt uses Windows-1252 encoding; loadorder.txt uses UTF-8
without BOM.This format does NOT apply to FO4 / SSE / Starfield. If you're targeting one of these older games, use this section's rules; for everything else, use the asterisk format above.
xedit-automation — hub skill for all xEdit work; routing doctrine,
anti-patterns, sub-agent recipes.knowledge/bgs-kb/packs/core/records/ — daemon command,
error-code, save-semantics, and glossary facts formerly kept in the retired
xedit-automation/xedit-knowledgebase.md redirect.setting-up-bgs-modding-environment — explains how to inspect MO2's
ModOrganizer.ini for gamePath before launching xEdit.-P:,
-D:, and friends.Ortham/libloadorder documentation — the authoritative source for the
asterisk format semantics.© 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/writing-bgs-load-order of hashgraph-online/awesome-codex-plugins.
Open the folder on GitHubat commit 3e1456a
Writing Bgs Load Order 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 |
|---|---|---|---|---|---|---|
| Writing Bgs Load Order this skillhashgraph-online/awesome-codex-plugins | 1.3k | — | ~5k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
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
Use CALL-E from Codex through the calle CLI. An agent skill from hashgraph-online/awesome-codex-plugins.
hashgraph-online/awesome-codex-plugins
Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.
Categories
A skill your agent uses when reading, editing, or generating a Bethesda Game Studio load-order file (plugins.txt / loadorder.txt) for Fallout 4, Skyrim SE/AE/VR, Fallout 76, Starfield, or when…. Writing Bgs Load Order is an agent skill from hashgraph-online/awesome-codex-plugins.txt) for Fallout 4, Skyrim SE/AE/VR, Fallout 76, Starfield, or when launching xEdit with a custom plugin list.
Writing Bgs Load Order fits situations like: generating a Bethesda Game Studio load-order file (plugins.txt / loadorder.txt) for Fallout 4; skyrim SE/AE/VR; launching xEdit with a custom plugin list.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill writing-bgs-load-order -a claude-code`. Or copy the skill folder (plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order in hashgraph-online/awesome-codex-plugins) into .claude/skills/writing-bgs-load-order in your project. Claude Code loads it when a task matches its description.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill writing-bgs-load-order -a codex`. Or copy the skill folder (plugins/BB-84C/bgs-modding-superpowers/skills/writing-bgs-load-order in hashgraph-online/awesome-codex-plugins) into .agents/skills/writing-bgs-load-order 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 writing-bgs-load-order -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/writing-bgs-load-order, .gemini/skills/writing-bgs-load-order, .github/skills/writing-bgs-load-order and .opencode/skills/writing-bgs-load-order in your project.
SKILL.md names no scripts, command-line tools or credentials: Writing Bgs Load Order is instructions for the agent only.
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.
Writing Bgs Load Order 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 5k tokens (SKILL.md is roughly 20k 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 Writing Bgs Load Order: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k 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.
hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,267 GitHub stars. The repository holds 716 skills in this directory. The repository was last updated on October 10, 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.