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...
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.
| Parameter | Type | Required | Description |
|---|---|---|---|
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.
Attacks that exploit this kind of access
The rule that runs mw_check_known_conflicts safely
PolicyLayer is an MCP gateway: it sits between your AI agents and ModWrench MCP Server, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For mw_check_known_conflicts, this is the rule to start with:
mw_check_known_conflicts is read-only, so it stays allowed. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect ModWrench MCP Server, apply this rule, and every mw_check_known_conflicts call is checked against it from then on.
Questions about 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 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.
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.
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.
mw_check_known_conflicts is a Read tool with low risk. Read-only tools are generally safe to allow by default.
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.
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.
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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