MB2-MCP
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- AlicenseNot gradedqualityCmaintenanceExposes 10 tools that let AI agents search Nexus Mods, inspect locally installed game modules, populate and fix translation flags, generate and translate templates with Microsoft/Google/DeepLX engines, and build external translation modules. Two of the tools write to disk, rewriting ModuleData XML files and creating sibling translation directories under the game's Modules folder.103 npm2MIT
- AlicenseNot gradedqualityCmaintenanceEnables AI agents to develop Banner of the Maid mods by reading and modifying game data (characters, items, weapons, skills, dialogue, saves, portraits) and to perform live in-game verification via launching the game, taking screenshots, and clicking by coordinates.2MIT
- AlicenseNot gradedqualityBmaintenanceEnables AI agents to build Arma Reforger mods from natural language, including API research, code generation, project scaffolding, Workbench control, and in-editor testing.MIT
- AlicenseNot gradedqualityAmaintenanceEnables AI assistants to search, browse, and manage mods across Nexus Mods, mod.io, Thunderstore, and Modrinth, as well as perform local diagnostics like detecting games and parsing crash logs.MIT
- AlicenseBqualityBmaintenanceEnables AI agents to inspect and edit an RPG Maker MZ project through its real JSON data files, render maps to PNG previews so layouts can be seen rather than guessed, and decode event commands into named, parameter-labelled lines. It also drives a live playtest through a bridge plugin and authors whole maps, databases, events and assets via high-level tool calls.651MIT
- AlicenseBqualityBmaintenanceEnables Baldur's Gate 3 modders to look up game data across base-game and mod layers, run static lint checks on stats and progressions, test changes in a running game through the Script Extender, and export mods for Larian Toolkit/mod.io publishing. It also packs, deploys and restarts the game so mods can be iterated on without leaving the assistant.441MIT
TDQS
Scored across 43 tools
Tools generally target distinct resources and actions (modules, XML objects, scenes, assets, editor, history), and the descriptions clarify boundaries. However, with 43 tools there is some potential overlap between editor_command, editor_play, mission, and navmesh_query, and between scene_info, scene_entities, and scene_settings, which could cause occasional misselection.
All names use snake_case, with domain prefixes (scene_, prefab_, asset_, editor_, l10n_) for related groups. The pattern is not strictly verb_noun throughout (e.g., module_info vs list_modules), but it is consistent and readable.
43 tools is well above the 25-tool threshold for 'too many', even for a complex domain. While many tools earn their place, the set is heavy and could be consolidated.
The surface covers the full modding lifecycle: discovery, module/XML editing, XSLT patching, localization, scene/prefab editing, asset import, editor integration, play-testing, and history/undo. No obvious critical gaps for the stated purpose.