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mw_check_known_conflicts

Check a list of mods/plugins for known pairwise incompatibilities. Two sources: LOOT's masterlist (live, Bethesda games) and ModWrench's bundled community conflict database (any game). Returns conflicts with severity, description, source attribution, and an optional patch suggestion. It flags wha...

SERVERModWrench MCP Server SOURCE@modwrench/cli
Low RISK CLASS
Category Read
Parameters 22 required
Recommended Allowedsee the rule below
Registry record Grade D, identity unverified Pull the record →

This record as markdown: /tools/171county-modwrench/mw-check-known-conflicts.md

What mw_check_known_conflicts does on ModWrench MCP Server

AI agents call mw_check_known_conflicts to retrieve information from ModWrench MCP Server without modifying anything. It is typically the context-gathering step in research, monitoring, and reporting workflows, before the agent takes action elsewhere.

ParameterTypeRequiredDescription
gameId string Yes Canonical game ID (e.g. 'skyrimspecialedition', 'lethalcompany'). LOOT support is Bethesda-only; non-Bethesda games rely on the community database only.
modIds array Yes List of mods/plugins to check pairwise. Entries can be plugin filenames ('Skyrim.esp') or platform-prefixed mod IDs ('nexus:12345', 'modio:67890', 'thunderstore

Parameters from the server's own tool schema.

Why mw_check_known_conflicts is rated Low

Even though mw_check_known_conflicts only reads data, uncontrolled read access leaks sensitive information and racks up API costs: an agent caught in a retry loop can make thousands of calls a minute without anyone noticing.

Questions about mw_check_known_conflicts

What does the mw_check_known_conflicts tool do? +

Check a list of mods/plugins for known pairwise incompatibilities. Two sources: LOOT's masterlist (live, Bethesda games) and ModWrench's bundled community conflict database (any game). Returns conflicts with severity, description, source attribution, and an optional patch suggestion. It flags what's on the list — it won't promise the game runs clean. Input ids can be plugin filenames ("Skyrim.esp") or platform-prefixed mod ids ("nexus:12345"). Use when the user asks "what's conflicting", "will these mods fight", or "known issues between X and Y". It is categorised as a Read tool in the ModWrench MCP Server MCP Server, which means it retrieves data without modifying state.

What parameters does mw_check_known_conflicts accept? +

mw_check_known_conflicts accepts 2 parameters: gameId, modIds. Required: gameId, modIds. The full parameter table on this page comes from the server's own tool schema.

How do I enforce a policy on mw_check_known_conflicts? +

Register the ModWrench MCP Server MCP server in PolicyLayer and add a rule for mw_check_known_conflicts: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches ModWrench MCP Server. Nothing to install.

What risk level is mw_check_known_conflicts? +

mw_check_known_conflicts is a Read tool with low risk. Read-only tools are generally safe to allow by default.

Can I rate-limit mw_check_known_conflicts? +

Yes. Add a rate_limit block to the mw_check_known_conflicts rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.

How do I block mw_check_known_conflicts completely? +

Set action: deny in the PolicyLayer policy for mw_check_known_conflicts. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.

What MCP server provides mw_check_known_conflicts? +

mw_check_known_conflicts is provided by the ModWrench MCP Server MCP server (@modwrench/cli). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.

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