EDGEMODDERS / ANYONE CAN MOD
Wiki / EDGEdeck

The Mods view and the EDGEdeck page

EDGEdeck shows your mods in two places. The Mods view in VS Code’s sidebar is the compact everyday list. The EDGEdeck page is a wide table in the editor area for bigger jobs: searching, filtering, sorting by size. Both show the same library, and a change in one appears in the other.

The Mods view

The Mods view with Frameworks (game 2.31, two updates) above Mods, a checkbox and status on every row, and three mods expanded to their folders and files, one file's tooltip showing where it deploys and a TweakXL file open beside it.
The Mods view

The list has these groups:

Group Holds
Set up Steps still to do. Disappears when there are none. See Install and set up
Frameworks RED4ext, Cyber Engine Tweaks, redscript, ArchiveXL, TweakXL, Codeware, Audioware, input_loader and mod_settings. Pinned at the top because most mods need them. The header shows the game version, for example 3, 3 on · game 2.31. See Frameworks and game patches
Your sections Sections you make on the EDGEdeck page, between Frameworks and Mods. They only group the list. See Sections
Mods Everything else, in order. Within a group, the mod higher up wins a conflict. See Order: who wins

A mod’s row

  • The checkbox turns the mod on or off. Nothing changes in the game until you deploy.
  • After the name: the version, how many other versions of the mod the library holds, its size, and its status.
  • Hover the row for the move-up and move-down buttons and Switch version…. Moving a mod up makes it win a conflict against the mod shown above it.
  • Hover anything for a card with its size, dates, where it deploys and where it came from.
  • Expand a mod to see the folders it deploys into (such as archive/pc/mod or a CET mod folder) and the files in each. Click a file to open it in the editor.
  • Click the name to open the mod’s detail panel.
  • Right-click for everything else: Details, Open on Nexus Mods, Reveal in File Explorer (the mod’s library copy), Reveal in Game Folder (where it sits in the game), Remove, and Add to Project when a REDcode project is open. Folders and files have Reveal in Game Folder and Add to Project too.

What the status means

Status Meaning What to do
deployed On, and its files are in the game Nothing
not deployed yet On, but you haven’t deployed since turning it on Deploy
off Off, and not in the game Nothing
off, still deployed You turned it off, but its files are still in the game Deploy to take them out
changed in game folder Something outside EDGEdeck changed one of its deployed files Deploy; EDGEdeck asks what to keep. See Deploying
changed, deploy again Its files in the game no longer match the library Deploy
update 1.2 available Nexus has a newer version Click it to update. See Nexus Mods
loses 3 archive files Another mod overrides 3 resources inside its archives Check Conflicts if that’s not what you want
overrides 2 archive files It overrides 2 resources inside another mod’s archives Usually intended

The view’s buttons

The title bar has Open EDGEdeck, Add mod, Deploy, Nexus: check for updates, Switch loadout and Refresh. The view’s header names the active loadout. The ... menu holds the rest: Show conflicts, Show pending changes, Import from Vortex, Undo deploy, Nexus sign in, Nexus: add from a link, Add from REDcode project, Get REDbridge, Pick the game folder, Open library folder, Show log, Switch loadout, Save as new loadout, Export the active loadout and Import a loadout.

The detail panel

Click a mod’s name for its detail panel, which opens in the editor area.

The detail panel for TweakXL beside the Mods view: its kind, file count, size and on chips, the Turn off, Move up, Move down, Open folder and Remove buttons, no conflicts by file path or inside archives, and its seven files under red4ext/plugins.
A mod's detail panel

It shows the files the mod deploys and their sizes, folder by folder, and its conflicts, both by file path and inside archives. Its buttons turn the mod on, move it, open its folder, open it on Nexus, update it and remove it.

The EDGEdeck page

Open EDGEdeck, the first button in the view’s title bar, opens the wide table.

Screenshot comingThe EDGEdeck page
The full-width EDGEdeck table with search, the facet chips (On, Off, Needs deploy, Conflicts, Update available) and their counts, the toolbar, and the footer with disk use and the running REDbridge.
Part What it does
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 a column heading’s edge to resize it
Search Matches name, version, kind and status
Facet chips Narrow the list to On, Off, Deployed, Not deployed, Needs deploy, Changed in game folder, Conflicts or Update available. Each shows its count
Largest first Sorts every mod by size, across every section
Sections Frameworks, sections of your own, and Mods, each in its own box. See Sections below
Loadout A dropdown of your loadouts. Pick one that isn’t active to edit it here without touching the game; Make active switches to it. Buttons beside it make, rename, export, import and delete loadouts
The version cell A dropdown when the library holds several versions of a mod, or Nexus has a newer one. Pick a version to switch to it, or Get x.y from Nexus
Status links When a deploy is waiting for a mod, its status opens the list of files the next deploy will add, replace, put back or remove for it, and why
Toolbar Add mod, Check updates (or Nexus sign in), Conflicts with a count, Undo deploy, the number of changes waiting, and Deploy
Footer The library folder and whether deploy uses hardlinks or copies, the last deploy, disk use, and which REDbridge is running

The page remembers your search and filters.

Sections

Sections let you group a long list your way: “Visuals”, “Gameplay”, “Testing”, whatever helps you find things. Frameworks and Mods are built in; your own sections sit between them, on the EDGEdeck page and in the Mods view.

Screenshot comingSections on the EDGEdeck page
The EDGEdeck page with a section of your own between Frameworks and Mods: its header with the on/off box, the move and remove buttons, and one folded section below it.
To… Do this on the EDGEdeck page
Make a section Press + Section and give it a name
Put a mod in a section Press the mod’s Section button and pick one, or drag the mod’s row onto the section’s header
Rename, move or delete a section Use the buttons on its header. Deleting it (the X) sends its mods back to Mods, or Frameworks, and removes nothing
Fold a section Click its name or its arrow. It stays folded after a restart. A search or a filter opens it while it lasts, so nothing hides from a search
Turn a whole section on or off Tick or untick the box on its header. It shows a dash when only some of its mods are on
Move all of a section’s mods to another section The move button on its header
Remove all of a section’s mods from the library The remove button on its header. EDGEdeck asks once, listing them, and every version of each goes

The two buttons that move or remove act on the mods the section shows, after your search and filter chips. That makes cleaning up easy: filter to Off, then remove on a section, to clear out the mods you no longer use there.

Sections follow a mod across versions: a new version lands in the same section as the old one. Every loadout shares the same sections.

Order: who wins

When two mods change the same thing, the one earlier in EDGEdeck’s order wins. Underneath the groups, that order is one list for all your mods. Sections and groups only decide where a mod is shown.

Action What it does to the order
Move up, Move down Moves the mod past its neighbour in its own section. Up makes it win against the mod shown above it
Drag a row onto another row Puts the mod directly above or below that mod in the order, and in that mod’s section
Let … win on the Conflicts page Puts that mod just above the other one in the order. Both stay in their sections
Putting a mod in a section Doesn’t change the order

So a mod in a section shown near the top of the page doesn’t win over a mod in a lower section just because of where its section sits. When it matters, the Conflicts page always says who wins, and Let … win settles it.

Kinds

Each mod shows kind chips that say what’s inside it. A mod can be several kinds at once: a vehicle mod might be archive, reds, cet and tweak together. Reading the chips is a quick way to learn how Cyberpunk mods are built.

Kind What’s inside
archive .archive files: models, textures, sounds and other game resources
xl ArchiveXL files that add new things rather than replace them
reds redscript scripts
tweak TweakXL files that change the game’s database of items and stats
cet A Cyber Engine Tweaks Lua mod
red4ext A native RED4ext plugin
redmod A package in CD PROJEKT RED’s own REDmod format
rednode A REDnode app or mod, with a rednode-app.json
audioware, input, config, asi Sound packs, key bindings, settings overrides, ASI plugins
framework One of the frameworks other mods build on

The status bar

The status bar at the bottom of VS Code shows EDGEdeck in one line: how many mods are on, whether a deploy is waiting, or that the game wasn’t found. Click it to deploy, or to pick the game folder.

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