EDGEdeck guide
How to use EDGEdeck, from install to a modded game. EDGEdeck is a mod manager for Cyberpunk 2077 that runs inside VS Code. It keeps your mods in a library outside the game folder, deploys the ones you turn on, and undoes that just as cleanly. One list of mods, four verbs: add, turn on or off, deploy, remove.
1. Install
EDGEdeck is not on the VS Code Marketplace yet. It installs from a VSIX file.
- Install VS Code 1.80 or later.
- Download
edgedeck-<version>.vsixfrom the releases page. - Install it, either from a terminal or from VS Code:
code --install-extension edgedeck-0.16.0.vsix
In VS Code: open the Extensions view, press the ... menu at its top right, pick Install from VSIX… and choose the file. Then run Developer: Reload Window from the command palette (Ctrl+Shift+P).
A EDGEdeck icon appears in the activity bar on the left. Click it for the Mods view. To update later, install the newer VSIX the same way; your library and settings stay.
2. Set up
The first time, the Mods view shows a Set up group with a row for each thing EDGEdeck needs or can use. Each row is a button. Rows disappear as you do them, and the x on a row hides one you do not want. EDGEdeck: Set up… in the command palette lists every step, done or not, and brings hidden rows back.
| Step | What it does | Needed? |
|---|---|---|
| Find the game folder | EDGEdeck looks for Cyberpunk 2077 in every Steam library, then GOG and Epic, on every start. This row appears only when that fails: pick the folder that contains bin, archive and r6. |
Yes |
| Get REDbridge | Downloads REDbridge, about 70 MB, into EDGEdeck’s own folder, plus the .NET 10 runtime for your user account if there is none. With it, EDGEdeck sees conflicts between files inside mod archives. EDGEdeck checks once a day for a newer REDbridge and offers it; Update REDbridge in the command palette checks now. The old version is removed after an update. | No, but recommended |
| Sign in to Nexus Mods | For update checks and downloads from the site. Sign in opens the Nexus sign-in page in your browser; approve EDGEdeck there and the tab says “Signed in”. EDGEdeck keeps the sign-in in VS Code’s secret storage and renews it by itself. Until Nexus has registered EDGEdeck, sign in opens your API Access page instead, where you create a personal key and paste it in. The key works the same way, and Nexus: set API key (paste, instead of signing in) is always there if you prefer it. Nexus: sign out removes either. | No |
| Handle Nexus download links | Makes the Mod manager download button on Nexus pages send the file to EDGEdeck. Vortex takes the links back whenever it starts, so this row returns if you use both. | No |
| Import from Vortex | Copies the mods Vortex has for Cyberpunk into the library. Vortex is left alone. Shown when Vortex has mods and the library has none from it. | No |
The status bar at the bottom of VS Code shows EDGEdeck’s state in one line: how many mods are on, whether a deploy is waiting, or that the game was not found. Click it to deploy, or to pick the game folder.
3. The Mods view
The sidebar view is one list in three groups: Set up while anything is missing, Frameworks, and Mods.
- The checkbox turns a mod on or off. Nothing touches the game until you deploy.
- The line after the name shows the version, how many other versions are in the library, the size, and the status:
deployed,not deployed yet,off,off, still deployed,changed in game folder,update 1.2 available,loses 3 archive files. - Click a mod for its detail panel: the files it deploys, its conflicts by file path and inside archives, and buttons for turn on, move, open folder, Open on Nexus, Update and Remove.
- Expand a mod for the folders it deploys into and the files in them. Click a file to open the library copy. Hover anything for a card with size, dates, where it deploys and where it came from.
- Hover a row for the move buttons. The mod higher in the list wins a conflict. Right-click for the rest: Details, Open on Nexus Mods, Switch version, Reveal in File Explorer, Remove, and, when a REDcode project is open, Add to REDcode project.
Add to REDcode project
With a REDcode project open in the workspace (a folder with a .cpmodproj file), right-click a mod, a folder or a file and pick Add to REDcode project. Loose files, such as scripts, CET Lua, TweakXL YAML, ArchiveXL files and configs, are copied into the project’s source/resources under their deploy paths, so the packed mod carries them at the same place in the game. A file the project already has with other content is left alone unless you say Replace. For an .archive file, EDGEdeck lists what is inside and asks for all of it or a pick; REDcode then extracts those meshes, textures and entities into source/archive at their game paths (this needs REDcode 0.6.1 and REDbridge 0.7.1 or newer). Resources the project already has are kept unless you say Replace.
An .archive that is not in your library, such as one a contributor sent you, goes in the same way without installing it anywhere: right-click it in VS Code’s Explorer and pick Add an archive to the REDcode project…, or run that command and pick the file.
Another author’s assets are theirs; check the mod’s permissions on Nexus before you ship them.
The view’s title bar has Open EDGEdeck, Add mod, Deploy, Nexus: check for updates and Refresh. Its ... menu holds the rest: Show conflicts, Show pending changes, Import from Vortex, Undo deploy, Nexus sign in, add from a link, Add from REDcode project, Get REDbridge, Pick the game folder, Open library folder, Show log, Save and Load loadout.
The Frameworks group
RED4ext, Cyber Engine Tweaks, redscript, ArchiveXL, TweakXL, Codeware, Audioware, input_loader and mod_settings are mods like any other, pinned at the top because most other mods depend on them. The group’s header carries the game version: 3, 3 on · game 2.31.
A game patch is the usual reason a modded game stops starting. EDGEdeck records the game version at every deploy, and when the executable’s version differs from it, the header says game updated to 2.31 with a warning icon. If you are signed in to Nexus, EDGEdeck checks the frameworks once for that version and names the ones with newer files; otherwise it asks you to sign in. Update each framework from its update ... available link, then deploy.
4. The EDGEdeck page
Open EDGEdeck (the first title-bar button, or the command) opens the wide table in the editor area. Use it for bigger jobs; the sidebar is its compact companion.
- Columns: on/off, name, version, kinds, size, status, and Actions: icon buttons for Details, Move up, Move down, Section, Open folder, Open on Nexus (for a mod from Nexus) and Remove. Drag the edge of a column heading to resize it; double-click the edge for automatic widths.
- Sections. Mods are grouped into Frameworks, sections of your own, and Mods. + Section makes one. Put a mod in it with the mod’s Section button, or drag the row onto the section’s header. A section’s header can rename, move or delete it; deleting sends its mods back to Mods and removes nothing. Click a section’s name to fold it down to its header. The box on a header turns every mod in that section on or off. Two buttons on every header act on the mods the section shows, after the search and filter: put them all in another section, or remove them all from the library. Filter to Off and remove, to clear out mods you no longer use. A section of your own also has rename, move up, move down and X to delete the section. Sections only group the list: the order still decides who wins a conflict.
- Order. Move up and Move down move a mod past its neighbour in its section. Or drag a row onto another to put it directly above or below that one.
- Search matches name, version, kind and status. Facet chips narrow to On, Off, Deployed, Not deployed, Needs deploy, Changed in game folder, Conflicts and Update available, each with its count. A search or a filter opens folded sections while it lasts. Largest first sorts by size across every section. The page remembers your filters.
- The version cell is a dropdown when the library holds more than one version of a mod, or when Nexus has a newer one: pick a version to make it the active one, or Get x.y from Nexus.
- Status is a link when a deploy is waiting for that mod: it opens the list of files the next deploy adds, replaces, puts back or removes for it, and why.
- The toolbar has Add mod, Check updates or Nexus sign in, Conflicts with a count, Undo deploy, the number of changes waiting, and Deploy.
- The footer shows the library folder and whether deploy uses hardlinks or copies, the last deploy, disk use, and which REDbridge is running.
5. Adding mods
From a file or folder. Add mod takes a zip, 7z, rar, a single mod file (an .archive, .reds, .lua and so on) or a folder. EDGEdeck works out what kind of mod it is (archive, redscript, CET, RED4ext plugin, TweakXL, REDmod package, REDnode package, a framework) and where its files go, and asks only when it cannot tell, for example when a zip holds several options.
From Nexus Mods. With EDGEdeck handling download links, press Mod manager download on any file on the site and it lands in the library. Without that, copy the nxm:// link and use Nexus: add from a link. Premium members can also download straight from an update link; free members go through the site, which hands EDGEdeck a link with a key.
From Vortex. Import from Vortex copies Vortex’s mods for Cyberpunk into the library with their names, versions and Nexus ids. Vortex keeps its own copies.
From a REDcode project. Add from REDcode project takes a .cpmodproj’s packed output as a mod that follows the project: pack again and the library copy refreshes; deploy picks it up.
Versions. A mod has one row however many versions are in the library. The newest, or the one that is on, stands for it; the others wait in the version dropdown and in Switch version…. Downloading a version already in the library does nothing twice.
6. Deploying
Deploy puts the active loadout in the game (see Loadouts).
After each deploy, the message says how many files went in for how many mods and how many mods are in the game. View opens a report of exactly what changed and where; the last 30 reports stay in the library’s deploys folder.
Turning mods on and off changes nothing on disk. The Deploy button counts the files waiting, and Show pending changes lists every one with the reason: added, replaced by a mod higher in the list, put back from a backup, relinked after a rebuild, removed.
Deploy hardlinks the files of every mod that is on into the game folder, so they take no extra space, and writes modlist.txt for the archive load order. If the library sits on another drive, deploy copies instead. It prepares REDmod packages with redMod.exe when any are on. Everything it did goes into a manifest in the game folder.
Files that changed outside EDGEdeck. When Steam verify, the game or another tool changed a file EDGEdeck deployed, the mod shows changed in game folder and the next deploy asks one question per file: keep the changed file, which imports it into the library, or put the mod’s file back. A foreign file in the way of a deploy is moved to the library’s backup folder first and comes back on undo.
Undo deploy removes every file in the manifest and nothing else, and puts the backups back.
Vortex. While Vortex manages the game folder, EDGEdeck refuses to deploy. Purge in Vortex (Mods, Purge) first; after that, both can coexist as long as only one of them has deployed.
7. Conflicts
Two mods that deploy the same path, or that carry the same resource inside their .archive files, conflict. The mod higher in the list wins, and the game sees its version. The deploy toast says how many conflicts there are, and Show conflicts opens a page with every one: the path or the resource, the winner, and the losers.
- Let X win on a row moves that mod above the current winner. Turn off silences the loser.
- The upper table lists conflicts by file path, which EDGEdeck sees on its own. The lower one lists conflicts inside archives, which needs REDbridge; its heading names the REDbridge in use.
- Deploy now on the page applies what you decided.
The detail panel of a mod shows the same for that mod only, and a row’s status says loses 3 archive files or overrides 2 archive files.
8. Updates from Nexus
Signed in, EDGEdeck asks Nexus once a day whether any mod with a Nexus id has a newer file, and the row shows update 1.2 available. Click it, confirm, and the new version downloads, takes the old one’s place and goes on if the old one was on. The old version stays in the library until you remove it. Nexus: check for updates runs the check now. The setting edgedeck.nexusCheckUpdatesOnStart turns the daily check off.
9. Disk space
Sizes show next to every mod, folder and file in the Mods view, in the page’s Size column, and in the page footer: Disk: 160 MB in mods, 1.9 MB in kept downloads.
- Mods is what the library holds. Deployed hardlinks cost nothing extra on the same drive.
- Kept downloads are the original zips, kept so a mod can be added again. Safe to delete; the footer link opens the folder.
- Deploy backups are foreign files moved aside by a deploy. Undo deploy puts them back.
Largest first on the page finds the big ones.
10. Loadouts
A loadout is a named set of which mods are on, and which version of each. (Other mod managers call these profiles.) One loadout is always active: it is what the Mods view shows, what you change when you turn mods on or off, and what Deploy puts in the game. Your first one is called Default. The library, the sections and the load order are shared by every loadout.
- Switch loadout (the button in the Mods view’s title bar, or Make active on the EDGEdeck page) puts another loadout’s choices in place. Deploy afterwards to change the game. Nothing is lost: every change saves into the loadout it was made in.
- On the EDGEdeck page, the Loadout dropdown shows any loadout. Pick one that is not active and the page edits it: a banner says so, and its checkboxes, section boxes and version choices change that loadout only. The game and the Mods view keep the active one. The Status column still describes the game.
- + makes a new loadout, a copy of the one shown or with every mod off. The other buttons rename, export to a file, import a file as a new loadout, and delete (not the active one).
- A mod added to the library arrives off in every loadout but the active one.
- Loadouts are plain JSON in the library’s
loadoutsfolder, fine to share. Files saved by EDGEdeck before 0.26 load as loadouts; their order is no longer applied.
11. Settings
Open Settings (Ctrl+,) and search for edgedeck.
| Setting | Default | What it does |
|---|---|---|
edgedeck.gamePath |
empty | The Cyberpunk 2077 folder. Empty means find it through Steam, GOG or Epic on every start. Set it only for a game those cannot see. |
edgedeck.libraryPath |
empty | Where mods are kept. Empty means %USERPROFILE%\EDGEdeck. Put it on the game’s drive so deploy can use hardlinks. |
edgedeck.bridgePath |
empty | A REDbridge you built yourself. Empty means the copy Get REDbridge fetched, which the page footer names. |
edgedeck.dotnetRoot |
empty | A .NET root for the REDbridge process only. Empty means the per-user .NET 10 runtime. Never set DOTNET_ROOT for your whole account; it breaks Vortex. |
edgedeck.nexusCheckUpdatesOnStart |
on | The daily Nexus update check. |
edgedeck.nexusClientId |
empty | The OAuth client id Nexus assigns to EDGEdeck. With it, sign in happens in the browser and renews itself. |
edgedeck.vortexStagingPath |
empty | Where Vortex keeps its mods, for Import from Vortex. Empty means EDGEdeck searches the usual places and asks when it finds none. |
edgedeck.nexusApplication |
empty | The application slug for Nexus’s older single sign-on, used when there is no client id. |
12. The library folder
Everything EDGEdeck knows is in plain files under the library folder, %USERPROFILE%\EDGEdeck by default. Open library folder in the view’s menu opens it.
| Folder or file | Contents |
|---|---|
library/<mod>/ |
One folder per mod version, laid out exactly as it deploys, with a mod.json beside the files: name, version, kinds, source, Nexus data |
library.json |
The order of the mods (first wins) and the game folder |
downloads/ |
The kept original archives. Safe to delete |
backup/ |
Foreign files a deploy moved aside |
loadouts/ |
Saved loadouts |
The game folder gets a manifest of what EDGEdeck deployed, which Undo deploy reads.
13. Command line and assistants
The same core runs from a terminal, for scripts and assistants. Every command prints JSON with --json.
node bin/edgedeck.mjs list [--size] what is in the library, its size and status
node bin/edgedeck.mjs mod <id> one mod in full: files, sizes, source, Nexus data, conflicts
node bin/edgedeck.mjs add <file|folder> [--name N] [--option FOLDER]
node bin/edgedeck.mjs on <id> | off <id> turn a mod on or off
node bin/edgedeck.mjs up <id> | down <id> change the order (first wins conflicts)
node bin/edgedeck.mjs remove <id>
node bin/edgedeck.mjs deploy [--keep PATH...] [--restore PATH...]
node bin/edgedeck.mjs undo
node bin/edgedeck.mjs changes files changed in the game folder since the deploy
node bin/edgedeck.mjs pending what the next deploy does, and why
node bin/edgedeck.mjs conflicts conflicts by file path
node bin/edgedeck.mjs loadout save <name> | load <name or file> | list
node bin/edgedeck.mjs vortex list | import
--library <folder> and --game <folder> override the folders. The command line finds the game the same way the extension does.
Without VS Code: the MCP server and the command line are also on npm as @edgemodders/edgedeck-mcp. npx -y @edgemodders/edgedeck-mcp starts the server (for Claude Code: claude mcp add edgedeck -- npx -y @edgemodders/edgedeck-mcp), and npx -p @edgemodders/edgedeck-mcp edgedeck list runs the command line. It uses the same library as the extension.
An assistant can do all of this for you. EDGEdeck is an MCP server too, with the same verbs as tools: list and inspect mods, add, turn on or off, reorder, remove, show what a deploy would do, deploy, undo, conflicts, loadouts and Vortex import. Ask “which of my mods are off?” or “deploy my mods and tell me what changed”.
- Agents inside VS Code (1.101 and later) see EDGEdeck’s tools as soon as the extension is installed. Nothing to set up.
- Claude Code: run EDGEdeck: Connect an assistant (MCP)… from the command palette, pick “Copy the Claude Code command” and paste it in a terminal once. It is a
claude mcp addline pointing at EDGEdeck’s server with your library and game folders. - Other MCP clients: the same command copies a JSON entry, or point the client at
node <extension folder>/dist/mcp.js --library <folder> --game <folder>.
The tools that write to the game folder, deploy and undo, are marked so an assistant asks before using them. Changes an assistant makes show up in the Mods view by themselves.
14. When something is wrong
“Game not found” in the status bar. The Set up group has a Find the game folder row; click it and pick the folder with bin, archive and r6. Show log prints which Steam libraries EDGEdeck checked; if the game is in one of them, please report it with those lines.
“Vortex manages the game”. Purge in Vortex, then deploy with EDGEdeck.
No conflicts inside archives. The page footer says which REDbridge is running, with a green dot, or offers Get REDbridge. REDbridge needs the .NET 10 runtime, which Get REDbridge installs for your user account.
A mod’s file is missing or changed after a Steam verify. The row says changed in game folder or changed, deploy again. Deploy puts the mod’s files back, asking first about any file that changed.
“Premium only” when updating. Nexus serves direct downloads to Premium members only. EDGEdeck opens the file’s page instead; press Mod manager download there and the file arrives through the link.
The log. Show log in the view’s menu, or View, Output, then EDGEdeck in the dropdown. The first lines say where the library and game are and how the game was found.
Source, issues and releases: github.com/Edgemodders/EDGEdeck. The design explains why EDGEdeck works the way it does.