EDGEMODDERS / ANYONE CAN MOD
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Assistants and the command line

Everything you can do in EDGEdeck’s Mods view, an AI assistant can do for you. That’s the EDGE platform’s idea: every tool you use, an agent can use too.

What you can ask

Once an assistant is connected, ask in plain words:

Which of my mods are off?

Add the zip in my Downloads folder and tell me if it conflicts with anything.

What will the next deploy change?

Deploy my mods and tell me what changed.

Save my current setup as a loadout called “photo mode”.

The assistant uses EDGEdeck’s tools: list and inspect mods, add, install a REDcode project, turn on or off, reorder, remove, show pending changes, deploy, undo, changes in the game folder, conflicts, loadouts and Vortex import.

Screenshot comingAn assistant managing mods
Claude Code in a terminal answering "which of my mods conflict?" using EDGEdeck's tools, and the Mods view updating on its own.

Connect an assistant

Assistant How
Agents inside VS Code (VS Code 1.101 and later) Nothing to do. They see EDGEdeck’s tools as soon as EDGEdeck is installed
Claude Code Run EDGEdeck: Connect an assistant (MCP)… from the command palette, choose “Copy the Claude Code command”, and paste it into a terminal once
Other MCP clients The same command copies a JSON entry for the client’s settings. Or point the client at node <EDGEdeck extension folder>/dist/mcp.js --library <folder> --game <folder>

Outside VS Code, EDGEdeck’s MCP server runs with Node. If the copied command fails because node isn’t found, install Node.js.

Safety

  • Deploy and undo ask first. Those tools change the game folder, so they’re marked for the assistant to ask you before using them. They also refuse while the game is running, as the buttons do.
  • What you see stays true. The Mods view reloads by itself when an assistant changes your library or deploys.
  • Same rules as you. An assistant goes through EDGEdeck, so it can only remove files EDGEdeck placed, and everything it deploys can be undone.

The command line

The same engine runs from a terminal, for your own scripts. It comes with EDGEdeck’s source: in a checkout of the EDGEdeck repo, run node bin/edgedeck.mjs <command>. Add --json to any command for machine-readable output.

Command Does
list [--size] What’s in the library, with sizes and status. --size sorts by size
mod <id> One mod in full: files, sizes, source, Nexus data, conflicts
add <file or folder> [--name N] [--option FOLDER] Add a mod from a zip, 7z or rar, a single mod file or a folder. --option picks one of a download’s option folders
install-project <.cpmodproj> Add a REDcode or WolvenKit project’s packed output, or refresh it, and turn it on
on <id>, off <id> Turn a mod on or off
up <id>, down <id> Move it in the order (first wins conflicts)
remove <id> Remove it from the library
deploy [--keep PATH...] [--restore PATH...] Deploy. --keep and --restore answer the “changed in game folder” question per file. Writes a deploy report and prints where. Refuses while the game is running
undo Undo deploy. Refuses while the game is running
changes Files changed in the game folder since the last deploy
pending What the next deploy would do, and why
conflicts Conflicts by file path
loadout save <name>, loadout load <name or file>, loadout list Loadouts. load makes one active (a file is imported first); list marks the active one
vortex list, vortex import See and import Vortex’s mods
mcp Start the MCP server

--library <folder> and --game <folder> override the folders. The command line finds the game the same way the extension does.

Last reviewed 2026-10-16. Something wrong or missing? Tell us on Discord or open an issue.