What it is
- You askA modding question, in your own words, in the assistant you already use.
- It searchesThe assistant calls this server and reads the wiki passages that come back.
- It answersWith the wiki's specifics, and links to the pages it used.
MCP, the Model Context Protocol, is how AI assistants call outside tools. This server gives them two: one searches the wiki and one fetches a whole page.
The index holds every English page of modding.wiki, from Skyrim load order to the Nexus Mods Discord bot. Nexus Mods supplies the corpus and the search. The model is whichever assistant you already use, so there is no model of our own to run.
Without it, an assistant answers modding questions from what it learned in training, or from a web search. That works for well-known topics. For the specific setting, file name or tool option that only the wiki documents, it often comes back without the answer.
How much it adds
Claude Opus 5.5 answered the same 40 modding questions in Claude Code, with four setups. A second model checked each answer against the facts the wiki states. The questions come from wiki pages, so this measures how reliably each setup gets the wiki's answer. Where the wiki is out of date, a web answer can be right and still score low. Checked against current sources, the 22 points where web answers contradicted the wiki split 13 to the wiki, 3 to the web, and 6 where both were right.
| Setup | Matches the wiki | Median time |
|---|---|---|
| Connector and web search | 99% | 15 s |
| Connector only, two runs | 96% | 14 s |
| Web search only | 48% | 32 s |
| Neither | 35% |
With both available, Claude used the connector on every question and the web on none. With web search alone, it opened a modding.wiki page on 6 of the 40 questions. Its other fetches went mostly to GitHub and Nexus Mods pages. None of its answers matched every wiki fact, and it often said so itself.
The connector also passes on the wiki's mistakes. In the 3 cases where current sources backed the web answer, the connector gave the wiki's outdated one, so the wiki's accuracy limits the connector's.
Examples
Three questions from the project's evaluation set. Claude Opus 5.5 answered each in Claude Code on 29 October 2026, with web search on both times. The second run also had the connector, and Claude used it on every question instead of the web. A second model checked each answer against the facts the wiki page states, which is where the scores come from. These three were picked to show the difference: across all 40 questions, web search alone matched 48% of the wiki's facts, more than it does here. The excerpts are unedited, and the full answers sit under each example.
I've edited some shaders for Kingdom Come: Deliverance. Can I ship them as a normal mod in the Mods folder, and how do I rebuild the shader cache afterwards?
Connector and web search
Copy Tools/shadercachegen/system.cfg to the KCD root.
Run Tools/shadercachegen/ShaderCacheGen.cmd. This takes about 30 minutes.
5 of 5 wiki facts Cites Replacing Shaders and Modding Tools Overview.
Web search only
Short answer: no, not as a normal mod.
Rebuilding the shader cache: I couldn't find a documented procedure for KCD, and I won't guess at file names or console variables.
1 of 5 wiki facts Found the sequel's mod docs and got the main point right, but no steps for rebuilding the shader cache.
Full answers
Connector and web search
No, not as a normal mod. In KCD (the first game), shaders live in Engine/shaders.pak, and mods in the Mods folder can only override things under Data/. A shader mod has to ship replacement .pak files that users copy into their Engine/ folder by hand, overwriting the originals.
Building it (needs the official modding tools installed in the game root):
- Put your edited shaders into
Engine/shaders.pak. - Back up
system.cfgfrom the KCD root. - Copy
Tools/shadercachegen/system.cfgto the KCD root. - Delete or rename (any extension except
.pak) these files:Engine/shadercache.pakEngine/shadercachestartup.pakEngine/shadersbin.pak
- Run
Tools/shadercachegen/ShaderCacheGen.cmd. This takes about 30 minutes. You can watchshadercachegen.log, which ends up around 110,000 lines when it's done. - Run
Tools/PakShaders.batfrom the root directory. It creates newshadercache.pak,shadercachestartup.pakandshadersbin.pakfiles inEngine/that include your shaders. - Put your original
system.cfgback.
What to ship: your shaders.pak plus the rebuilt cache paks, with instructions to put them in Engine/ and back up the originals first, since this overwrites vanilla files. The tools' license says any mod made with them must include a copy of modding_eula.txt.
These steps apply only to the first game. KCD2 uses a different setup, so check its own documentation if you're targeting that.
Sources:
Web search only
Short answer: no, not as a normal mod. The Mods folder only loads .pak files from Mods/<YourMod>/Data/. Shaders sit outside the game's Data folder. The official KCD modding wiki says that mods changing files outside data/, and it names shader paks as an example, "will not work out of the box and require manual setup, which should be provided by the mod author" (KCD2 mod docs: Installing mods). That page is for KCD2, but both games use the same CryEngine-based mod loader.
So you'll need to:
- Ship your edited shader pak as a manual install, with clear steps for where it goes and what it replaces.
- Tell users to back up the original files first so they can uninstall.
- If you also ship a normal Mods-folder part, users can check
kcd.login the game's root folder and search for[Mod]to confirm it loaded.
Rebuilding the shader cache: I couldn't find a documented procedure for KCD, and I won't guess at file names or console variables. The only related thing I found was an old batch-file mod that cleared the shader cache. It's now deprecated because official patches fixed the problem it worked around (Nexus mod 258). The KCD modding Discord or Warhorse's modding forum are the best places to get a confirmed answer.
Also, KCD runs on CryEngine, not a Bethesda engine. Advice for Skyrim or Fallout shaders and caches doesn't apply here.
Sources:
I'm making item icons with the Hogwarts Legacy creator kit. They come out with a solid background instead of see-through, and some have white speckles all over. How do I fix both?
Connector and web search
Change it from Disabled to Linear color space only.
Find the HogwartsLegacyCreatorKit folder and delete it.
5 of 5 wiki facts Cites Creator kit troubleshooting.
Web search only
I found two documented fixes in CurseForge's official creator guide.
Compression → Compression Settings: BC7 (DX11, optional A).
0 of 5 wiki facts Suggested compression and alpha settings from CurseForge's official creator guide. They may help, but they aren't the fixes the wiki gives.
Full answers
Connector and web search
The Creator Kit Troubleshooting page on the Nexus Mods wiki covers both of these.
1. Solid background instead of transparency
The creator kit doesn't turn on alpha support for rendered images by default. To enable it:
- Go to
Edit > Project Settings. - In the search bar, type
Enable alpha channel support in post processing. - Change it from
DisabledtoLinear color space only. - Restart the creator kit. The setting won't apply until you do.
- Re-render your icons.
2. White speckles on icons
The wiki says this can come from GPU or driver errors. The only fix it lists is resetting the kit's local app data folder:
- Close the creator kit.
- Press
Win + R, type%localappdata%, and press Enter. - Find the
HogwartsLegacyCreatorKitfolder and delete it. - Start the creator kit again. It will recreate the folder, and the icons should render cleanly.
A few things to keep in mind:
- I'd rename that folder (for example to
HogwartsLegacyCreatorKit.bak) instead of deleting it. That way you can restore it if anything goes wrong, and you can delete it once the renders look right. - It's a good idea to fix the transparency first and then reset the folder. Check afterward that the alpha setting is still enabled. Your project settings should be in the project, not in that folder, but checking only takes a few seconds.
- The wiki blames GPU and driver problems. If the speckles come back, try updating your graphics driver. I don't have a confirmed fix beyond the folder reset.
The same page also explains how to set the output folder for rendered icons, because the Gear Icon Creator doesn't set one automatically. Go to Content > Editors > GearIconMaker > Blueprints, open MPMC_GearIcons, change Output, and click Save.
Sources:
Web search only
I found two documented fixes in CurseForge's official creator guide. One thing to know first: the guide doesn't mention "white speckles" by name. It does say to change the alpha and compression settings when the alpha looks wrong, and that's where I'd start.
1. Solid background instead of transparent
Make sure the source PNG has real transparency. The guide says an imported PNG shows a black background by default if it has no alpha channel. Gear icons should be 256×256 .png files. Remove the background in an image editor and save the PNG with alpha before you import it. A Snipping Tool screenshot won't have alpha.
If the icon is shown through a material, open the material and:
- Set Blend Mode to AlphaComposite.
- Connect the texture's A (alpha) pin to Opacity.
- Apply and save.
2. Speckles and alpha artifacts
Open the UI_T_... texture asset and set these:
- Compression → Compression Settings:
BC7 (DX11, optional A). This keeps both the color and the alpha at good quality. Other compression formats tend to cause blocky or speckled edges. - Level of Detail → Texture Group:
4kReadyUI. - Min Alpha:
1. The guide recommends this for alpha artifacts specifically. - Save. Then check the icon again in game or in the Creator Kit.
Other notes
- If you're using the built-in Icon Editor (Enter Icon Edit Mode), it renders skin tone as transparent. A preset that shows skin will have see-through patches. It works best for hair, gear, and flat color swatches.
- Name the texture
UI_T_YourName. Then add a row namedYourName(noUI_T_prefix) toDT_IconNewGearModor your mod's IconInfo table, and set its Icon field to the texture. An icon that isn't registered shows a red-triangle "!" error icon, which is a different problem from speckles.
If the speckles are still there after BC7 and Min Alpha = 1, look at the PNG itself. Leftover semi-transparent pixels from background removal would explain it. Beyond that, I didn't find documentation on this exact issue. The Hogwarts Legacy modding Discord or forums would be the next place to ask.
Sources:
Dinkum has a mods screen on the title menu that's supposed to tell me when my mods have new versions, but one of mine never shows up there. I'm a player, not the author. How do I get it listed?
Connector and web search
A mod only appears in the update checker if its config file has a NexusID setting. If the author didn't add one, you can add it yourself.
5 of 5 wiki facts Cites Mod Manager and Nexus ID.
Web search only
It can only check a mod for updates if that mod's configuration file has a NexusID setting, and the mod's author adds that setting through the TR Tools API.
So usually only the author can fix this.
3 of 5 wiki facts Traced the screen to TR Tools and its NexusID setting, but couldn't read the wiki page and concluded only the author can add the ID.
Full answers
Connector and web search
A mod only appears in the update checker if its config file has a NexusID setting. If the author didn't add one, you can add it yourself.
1. Find the mod's Nexus ID. It's the number at the end of the mod's Nexus page URL. For example, https://www.nexusmods.com/dinkum/mods/83 has the ID 83.
2. Find the mod's config file. Look in Dinkum/BepInEx/config. The file has the same name as the plugin.
- If the mod doesn't have a config file: open the
dev.TinyResort.TRToolsconfig file in that folder and setCreateEmptyConfigFilestotrue. Start the game once. TR Tools will then create an empty config file for every plugin that doesn't already have one.
3. Add the ID. Open the mod's config file in a text editor like Notepad and add this line, using the ID you found:
NexusID=83
It can go in any section of the file.
4. Restart the game. The mod should now be listed on the MODS screen (bottom left of the title screen). Clicking its entry opens its Nexus files page. Mods with updates are listed first, then up-to-date mods, then mods that can't be checked. After you install an update, restart the game again, because the new version doesn't load until you do.
If the author changes the config file in a later update, your added line might be removed. If the mod disappears from the list again, check that the line is still there.
Sources:
Web search only
The mods screen is part of TR Tools, a Dinkum modding framework. It isn't built into the game. It can only check a mod for updates if that mod's configuration file has a NexusID setting, and the mod's author adds that setting through the TR Tools API. So usually only the author can fix this. Here's what you can try as a player:
-
Check whether the mod is missing or just not checking. The screen sorts mods into three groups: updates available first, then up to date, then mods not set up to check for updates. If your mod is at the bottom, TR Tools can see it but it has no NexusID. If it isn't in the list at all, it probably doesn't use TR Tools, so the screen can't see it.
-
Look in the mod's config file. Dinkum mods use BepInEx, so config files are usually in
BepInEx/config/and named after the mod. If the mod's file has a NexusID entry that's empty or set to 0, try entering the number from the mod's Nexus page URL (nexusmods.com/dinkum/mods/<this number>). Then restart the game. I couldn't confirm that the checker reads a value you add yourself, so treat this as an experiment. Typing a NexusID line into a file that doesn't already have one probably won't do anything, because the mod has to register that setting itself. -
Ask the author. If neither of those works, post on the mod's Nexus page or bug tracker and ask them to add a NexusID through the TR Tools API. Until they do, you'll need to check for updates yourself: track the mod on Nexus and you'll get a notification when it updates.
After updating any mod, restart the game so the new version loads.
I also couldn't confirm the exact setting name or file layout. The wiki page for the mod manager didn't return any content when I fetched it, so the TR Tools documentation or the mod's own page is the place to confirm.
Sources:
Get started
Every command on this page uses this URL. If you run your own copy of the server, paste its URL here and the commands update to match.
Claude Code
One command, run anywhere:
claude mcp add --transport http nexus-wiki https://modding-wiki-mcp.labs.nexusmods.com/mcp
Then check it registered, with /mcp inside Claude Code or:
claude mcp list
Add --scope user to make it available in every project rather than just
the current one. Remove it again with
claude mcp remove nexus-wiki.
Other MCP clients
The server speaks MCP over streamable HTTP, which is the transport ChatGPT's connectors and most current MCP clients use. There is no authentication step, so everything a client needs is the endpoint:
| Setting | Value |
|---|---|
| Transport | Streamable HTTP (sometimes listed as “HTTP”, “remote” or “URL”) |
| Endpoint | https://modding-wiki-mcp.labs.nexusmods.com/mcp |
| Authentication | None |
| Name | nexus-wiki (anything you like) |
For a client configured by JSON file rather than a form, this is the usual shape:
{
"mcpServers": {
"nexus-wiki": {
"type": "http",
"url": "https://modding-wiki-mcp.labs.nexusmods.com/mcp"
}
}
}
npx mcp-remote https://modding-wiki-mcp.labs.nexusmods.com/mcp as the
command. Prefer the direct HTTP transport where it exists; the bridge is an extra
moving part that can fail on its own.
Check it works
Confirm the service is up and see what it has indexed:
curl https://modding-wiki-mcp.labs.nexusmods.com/health
{"ok":true,"chunks":4303,"pages":529,"games":50,
"model":"Xenova/all-MiniLM-L6-v2","index_built_at":"…"}
Run a search without any client at all:
curl -s -X POST https://modding-wiki-mcp.labs.nexusmods.com/mcp \
-H 'content-type: application/json' \
-H 'accept: application/json, text/event-stream' \
-d '{"jsonrpc":"2.0","id":1,"method":"tools/call",
"params":{"name":"search_modding_wiki",
"arguments":{"query":"VCPKG_ROOT environment variable","limit":2}}}'
In a chat client, test it with a question you already know the answer to. Try
“What do I need installed before I can write SKSE plugins for Skyrim?” You
should get Visual Studio, Git, CMake and vcpkg, with a
modding.wiki link. If the answer arrives with no link, the client
probably answered from memory; ask it to search the wiki explicitly.
What the assistant can do with it
| Tool | What it does |
|---|---|
search_modding_wiki |
Returns the most relevant wiki passages for a query, each with its page path and
URL. Optional filters narrow to one game (game: "skyrim") or to one
audience (audience: "users" for installing and troubleshooting,
"developers" for scripting and tooling). Up to 10 passages per call.
|
fetch_wiki_page |
Returns a whole page, for when a passage stops mid-procedure or the surrounding steps matter. Takes the page path from a search result. Pages over 40,000 characters are truncated, and the reply says so. |
Search is hybrid: it matches on meaning and on exact keywords at the same time.
Paste the literal thing, such as sResourceArchiveList2,
SkyrimSE.exe or an error line from a crash log, and it is matched as
written. Describing the
error in your own words works too, but pasting it works better.
Good to know
- Everything is citable. Every passage carries the URL of the page it came from. For advice that can break a game install, being able to check the source is worth more than a fluent answer, so ask for the links if your assistant leaves them out.
-
It searches a snapshot. The index was built from the wiki on
29 October 2026 to test the idea. Nothing refreshes it, so pages added or edited
since then aren't searchable.
/healthreportsindex_built_at. - English pages only. The 39 translated pages are not indexed. That is a limit of the English-only embedding model, not a decision about the content.
- Rate limited to 60 requests a minute per IP address. Normal conversation will not come close; a script in a loop will.
- The assistant still writes the answer. This service supplies the corpus and the retrieval. It cannot make a weak model reason well, and a wrong answer that cites a real page is still a wrong answer. Check the page.
If something is wrong
| Symptom | Likely cause |
|---|---|
| Client shows the server as failed or disconnected | Check curl https://modding-wiki-mcp.labs.nexusmods.com/health first. If that
answers, the problem is client-side configuration, not the service. |
404 not found |
The endpoint path is missing. It is https://modding-wiki-mcp.labs.nexusmods.com/mcp,
not the bare host. |
429 Rate limit exceeded |
More than 60 requests in a minute from your address. Wait a minute. |
| Answers about modding arrive with no wiki citation | The client answered from its own knowledge. Ask it to search the modding wiki, and check the connector is enabled for that conversation. |
| Searches return nothing useful | Try the wiki's own vocabulary: a tool name, a file name, the exact setting. Drop any game filter too, which can hide answers that live on general pages. |