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.
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.