EDGEchat
The EDGE plugin for Claude Code: Cyberpunk 2077 modding knowledge as skills, the EDGE MCP servers, and modding commands, in one install. Source: github.com/Edgemodders/EDGEchat.
Version 0.1.1 (2026-11-02). REDnode supports game version 2.5 from 0.38.1 (0.37.0 is the last for 2.31). The skills’ game facts were checked on 2.5 (2026-10-26).
Install
In EDGEkit: EDGEkit 1.140.2 or newer offers it after its first-run steps: click Set Up, then Install.
In VS Code: type /plugins in the Claude Code panel. In the Marketplaces tab, enter Edgemodders/EDGEchat; in the Plugins tab, click Install on edge and choose Install for you.
From a terminal prompt:
claude plugin install edge --marketplace Edgemodders/EDGEchat
Inside a running claude session, the same is /plugin marketplace add Edgemodders/EDGEchat, then /plugin install edge@edgemodders.
New here? The Guide walks you through every step, from installing to your own mods in the game.
Then restart Claude Code and run /edge:setup: it checks each server and gives the one next step for what is missing. The settings, all optional, signing in to REDnode from the game, what the servers need and how to update are in the README.
| Command | Does |
|---|---|
/edge:setup |
Checks the rednode, redcode, edgedeck and edgemat servers, finds copies added by hand, and says what to do next |
/edge:new-mod |
Starts a mod with you, even if you do not code: asks what it should do, picks the simplest kind, builds a first version and tests it in the game |
/edge:check-mod |
Lists what is wrong with a mod (its files, the logs, EDGEdeck’s view), with a fix for each, changing nothing |
/edge:init-project |
Writes a CLAUDE.md into a mod project, so later sessions know its layout and how to test it |
The knowledge skills (rednode-mods, wolvenkit-projects, archives-and-cr2w, edge-tools) load by themselves when a task needs them.
Documents
| Document | What it covers |
|---|---|
| Guide | Start here. Six lessons from installing to your own mods in the game: install and connect, a first mod without code, recolor a jacket, change it while you play, find what is wrong, keep a project ready. Plus safety, troubleshooting, settings and updates |
| Design | Why a plugin, the facts from the Claude Code docs that shape it, its shape (MCP servers, skills, commands), where the knowledge comes from, sharing with REDagent, phases P0 to P5, the P0 decisions. Draft 0.8 |
| Dev setup | What a PC needs to build and test the plugin |
| Tests | Every test run so far, by CLI and by hand: how to run it again, what to expect, and what it showed |
Roadmap status
| Phase | Status |
|---|---|
| P0 Decide | Decided 2026-10-23: the name EDGEchat (was EDGEplugin), names edge@edgemodders, one repo as marketplace and plugin, a separate repo (not in REDagent), REDagent C6 dropped, every EDGE server on npm, EDGEkit’s one-click setup, knowledge shared through each tool’s own docs, community sources in our own words, P2 EDGE first. EDGEkit built its side (EDGEkit#5), tested and passed 2026-10-26 in EDGEkit 1.140.2; REDagent’s side still to tell |
| P1 Skeleton | Done 2026-10-21. Manifest, marketplace, rednode, redcode, edgedeck and (0.0.5) edgemat, /edge:setup and /edge:init-project. Installed from GitHub in VS Code on a second PC, /edge:setup reported all three connected with the game running |
| P2 Knowledge | Done 2026-10-23: rednode-mods (a working HUD widget built in the game), wolvenkit-projects, archives-and-cr2w, each checked against the game, with evals. No separate EDGEdeck or EDGEmat skill: their servers explain their tools |
| P3 Commands | Done 2026-10-26: /edge:new-mod and /edge:check-mod (0.0.8), with evals; /edge:new-mod passed in the game and /edge:init-project on a real project |
| P4 Ship | Done 2026-10-26: version 0.1.0 on GitHub and Nexus Mods; EDGEkit 1.140.2 offers it in one click |
| P5 Grow | Not started. EDGEmat and EDGEwave as they ship |