Awesome Codex Plugins is a curated catalogue and marketplace of installable plugins, skills, and related resources for OpenAI Codex and ChatGPT. It helps people find, create, validate, and submit extensions for Codex workflows across its app, command-line interface, and IDE extensions. The catalogue add-ons are the plugins, skills, agents, and hooks listed or supported by this project.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add hashgraph-online/awesome-codex-plugins --skill using-bgs-archivegit clone --depth 1 https://github.com/hashgraph-online/awesome-codex-pluginsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/hashgraph-online/awesome-codex-plugins/using-bgs-archive)<a href="https://agentmods.dev/skills/hashgraph-online/awesome-codex-plugins/using-bgs-archive"><img src="https://agentmods.dev/badge/skills/hashgraph-online/awesome-codex-plugins/using-bgs-archive/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hashgraph-online/awesome-codex-plugins/using-bgs-archive"><img src="https://agentmods.dev/badge/skills/hashgraph-online/awesome-codex-plugins/using-bgs-archive.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00075 | $0.02412 |
| Opus 5.5 | $0.00030 | $0.00965 |
| Sonnet 5.5 | $0.00015 | $0.00482 |
| Haiku 4.5 | $0.00007 | $0.00241 |
Grade A, and why
using-bgs-archive scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 221 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Using bgs-archive
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:
- unpacking or extracting BA2/BSA assets;
- repacking supported BA2/BSA archives;
- inspecting archive contents, format, version, compression, or entry counts;
- preparing packed assets for a mod overlay.
Do not use it for plugin records (.esp/.esm/.esl) or load-order edits. Route those through xEdit / load-order skills.
Prerequisites — capability discovery first
Always query the live binary before choosing a game, format, or packing path:
bgs-archive --json capabilities
# Alias:
bgs-archive --json caps
Read 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 capabilities
Hard rules
- Never write a packed archive into the game's
Datafolder or any Stock-Game tree. - Pack output belongs in an MO2 mod overlay:
<MO2_Root>/mods/<mod-name>/Data/.... - Extract and inspect archives freely, but keep extraction outputs in a workspace or overlay staging folder, not in game
Data. - DX10/GNMF pack is unsupported in this version. Extract works; packing returns
unsupported. - Use
--jsonfor agent workflows and branch on the envelope, not human text.
资产优先级判断 / Asset precedence judgment
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.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 221 lines · 75 tokens per session scan A 9c867fa43568
using-bgs-archive is a skill published in the GitHub repository hashgraph-online/awesome-codex-plugins (1,352 stars, last pushed yesterday), licensed Apache-2.0. It adds 75 tokens to every session and 2,412 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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