Charrdge/LOOT-MCP
MCP server for working with LOOT repository and mods data
Platform-specific configuration:
{
"mcpServers": {
"LOOT-MCP": {
"command": "npx",
"args": [
"-y",
"LOOT-MCP"
]
}
}
}Add the config above to .claude/settings.json under the mcpServers key.
Single Rust binary: a read-only MCP server using [rmcp](https://github.com/modelcontextprotocol/rust-sdk) and [libloot](https://github.com/loot/libloot). It exposes LOOT-style output (masterlist-driven load order suggestion, plugin metadata YAML, general messages, Bash tags from plugin headers) — not Nexus API data.
Does not replace mutagen-mcp (records, FormIDs, compare) or mod-organizer-mcp (MO2 layout, plugins.txt). Use those for lists and deep plugin analysis; use loot_evaluate with paths from MO2 (especially game_local_path = active profile folder).
Version: see Cargo.toml (loot_server_info also returns the crate version at runtime).
This repo is meant to be built and run in a container (same toolchain as CI/production):
docker build -t loot-mcp .
# binary ends up in the image as /usr/local/bin/loot-mcpLocal cargo build --release works if you have a suitable Rust + libloot environment; the binary path is target/release/loot-mcp.
docker run -i --rm loot-mcpThe process speaks MCP over stdio (typical for Cursor and other MCP clients).
| Variable | Purpose | |----------|---------| | LOOT_DATA_PATH | LOOT application data root (masterlists, prelude). Used when tool args omit loot_data_path. | | LOOT_MCP_GAME_TYPE | Default game id (e.g. SkyrimSE) when the client omits game_type. | | LOOT_MCP_GAME_PATH | Default game install root when the client omits game_path. | | LOOT_MCP_GAME_LOCAL_PATH | Default profile folder (plugins.txt / loadorder.txt). | | LOOT_MCP_MO2_MODS_PATH | MO2 mods directory; requires profile path and modlist.txt for priority order. | | LOOT_MCP_CACHE | In-process prep cache for libloot game + plugin headers. Default `1` in the published Docker image; set 0 to disable. | | LOOT_MCP_CACHE_TTL_SEC | Optional TTL (seconds)
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