Install and set up EDGEbuilder
What you need
| You need | Notes |
|---|---|
| Cyberpunk 2077 on Windows | And a save to load: EDGEbuilder works in the world, not in the menus |
| REDnode 0.17 or later | Runs EDGEbuilder in the game. Version 0.22.0 or later also holds the cursor still while you look around. REDnode has no packaged release yet: it installs from source, following its developer setup |
| Codeware 1.14 or later | REDnode’s world calls, which spawn and move objects, need it. EDGEbuilder says so in its manifest, and REDnode’s Mod Manager checks it |
| REDbridge 0.6.0 or later | Reads the game’s files to build the asset list. The easiest way to get it is EDGEdeck’s Get REDbridge |
| EDGEdeck 0.20.0 or later | Installs EDGEbuilder. From 0.21.1, a new EDGEbuilder version takes the old one’s place in the same row |
| A 16:9 screen | The editor covers a 1920 x 1080 area, scaled to your screen. Ultrawide screens aren’t covered yet |
Codeware is a framework mod: add it to EDGEdeck like any other mod and deploy. RED4ext, which REDnode and Codeware both need, goes in the same way. See Frameworks and game patches.
Install EDGEbuilder
- Download
edgebuilder-<version>.zipfrom the EDGEbuilder releases page. The newest is 0.3.2. - In EDGEdeck, press Add mod and pick the zip. EDGEdeck sees the
rednode-app.jsoninside and files it as arednodemod, bound for REDnode’s apps folder. See Adding mods. - Make sure it’s ticked, and press Deploy.
Do this with the game closed. REDnode must already be deployed in the game folder.
Allow REDbridge
EDGEbuilder asks REDnode for the REDbridge that EDGEdeck downloaded. REDnode hands it over only once you allow it, because REDbridge can read and write files.
- Start the game and load a save.
- Press F10 to open the REDnode launcher, and open the Mod Manager.
- Select EDGEbuilder. Under Permissions, switch Allowed on.
Within about five seconds EDGEbuilder picks REDbridge up by itself. Until then its second status pill says Allow REDbridge: hover it for the same steps.
While you’re in the Mod Manager, EDGEbuilder’s Requires line should list Codeware with a tick.
Open EDGEbuilder
EDGEbuilder doesn’t open by itself. In the Mod Manager, switch EDGEbuilder on, and pin it to the launcher so it’s one click away next time.
The panel opens at the right of the screen. Three pills at its top say how things stand:
| Pill | Ready looks like | Otherwise |
|---|---|---|
| The game | World ready | No game (REDnode isn’t linked to a running game), Load a save, or Needs Codeware 1.14+ |
| REDbridge | REDbridge and its version, in green | Allow REDbridge (hover), REDbridge starting, No REDbridge or REDbridge failed. Hover for the reason |
| The asset index | A count, about 31,500 assets | Indexing… while it’s built, No index or Index failed |
The first time, the index takes a few seconds to build. After that it loads straight away when EDGEbuilder starts, so search works even before REDbridge is ready. It is built again only when the game version changes, or when you ask in the Settings tab.
Where EDGEbuilder keeps things
EDGEbuilder keeps its settings, the asset index and your working scene in a data folder of its own, which REDnode gives each package. Updates don’t touch it. The Settings tab shows the settings file’s path; the index and the scene sit beside it.
Updating
Add the newer zip to EDGEdeck the same way and deploy. With EDGEdeck 0.21.1 or later, the new version replaces the old one in the same row. With an older EDGEdeck, untick the old EDGEbuilder first, or both deploy the same files and conflict.
Your settings, index and scene stay.
Uninstalling
- If Edit is on, switch it off, so V’s own camera and HUD are back.
- In EDGEdeck, untick EDGEbuilder, or remove it, and deploy.
Your scene stays in EDGEbuilder’s data folder in case you come back. The previews leave the world the next time a save loads.