bg3-data-mcp
Related Servers
Alternatives to bg3-data-mcp
No user-submitted related servers found.
Related Servers
- FlicenseAqualityCmaintenanceEnables AI assistants to develop Desynced mods by providing direct access to the game's Lua API reference, base-game source, live logs, and installed mods, plus live control via a debugger link for evaluating and reloading Lua in the running game.92-
- 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
- FlicenseNot gradedqualityCmaintenanceEnables users to create, extend, and validate Arma Reforger / Enfusion Workbench mods through natural language, covering API and wiki research, script/prefab/UI/config generation, project scaffolding, GUID reference indexing and refactoring, and log, world, and asset inspection. It also provides live Workbench control with in-editor testing, headless CLI compile and data builds, and pre-publish checks for manifests and broken references.-
- AlicenseCqualityBmaintenanceEnables an AI agent to auto-detect a game's engine (Unity, Unreal, Godot, Java, or native) from its files and then inspect, search, and patch the underlying binaries with in-process PE analysis, hex editing, pattern scanning, string extraction, checksums, diffing, and disassembly. Everything runs locally and offline with no cloud dependency or telemetry.1010058 npm4MIT
- 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 gradedqualityAmaintenanceEnables AI assistants to build, run, and debug Godot projects by editing scenes and scripts, inspecting live game state, injecting input, capturing viewports, and examining native debugger state through 42 tools.European Union Public 1.2
TDQS
Scored across 44 tools
Many tools are clearly distinct by context (layer management vs. runtime Script Extender vs. toolkit vs. tests), but several pairs overlap: bg3_ingame_check/bg3_se_live_entry both compare indexed vs. loaded data, bg3_search/bg3_search_effects/bg3_references/bg3_static all search different facets, and bg3_get_entry/bg3_diff both resolve entries. Descriptions help, but with 44 tools an agent faces real misselection risk.
All tools use the bg3_ prefix and snake_case, making them predictable and visually cohesive. However, the verb_noun pattern is not strict: many tools are noun-only (bg3_layers, bg3_environment, bg3_static, bg3_progression) while others use verbs (bg3_get_entry, bg3_search_effects), a minor deviation.
At 44 tools, the surface is far above the typical well-scoped range of 3-15 and even beyond the 25+ threshold that the rubric treats as too many. Although BG3 modding is a complex domain, the sheer count—driven by many specialized test, runtime, and toolkit operations—creates a heavy cognitive load and higher likelihood of tool selection errors.
The surface covers a broad lifecycle: layer add/remove/list/refresh, stats and effect search/resolution, runtime Script Extender interaction, hot-loading, automated and scripted testing, linting, toolkit export/check, deployment, and environment discovery. Gaps are minor—for example, there is no direct stats-entry editing or file mutation tool, but the inspection/test/deploy focus appears intentional and workable.