Working with other tools
REDcode does one job, making mods, and leaves the rest to tools that do theirs well. This page covers each of them.
EDGEdeck
EDGEdeck, the EDGE mod manager, is REDcode’s partner. Both run in the same VS Code window.
| From | To | What happens |
|---|---|---|
| REDcode’s Install | EDGEdeck | Your packed project becomes a EDGEdeck mod, version dev, and EDGEdeck deploys it. Each later Install refreshes the same mod. See Pack, install and run |
| EDGEdeck’s Add from REDcode project | EDGEdeck | The same, started from EDGEdeck’s side |
| EDGEdeck’s Add to Project | REDcode | Copies files from a mod you have installed into your project. For a mod’s .archive, REDcode extracts the resources you pick into source/archive. Needs REDcode 0.6.1 and REDbridge 0.7.1 or later |
All of this is in EDGEdeck and REDcode, from EDGEdeck’s side.
Today REDcode and EDGEdeck each download their own copy of REDbridge. Sharing one copy is the next planned change to REDcode.
WolvenKit
REDcode isn’t a replacement for WolvenKit; it’s built on it. WolvenKit’s libraries read and write every game file in REDcode, so the results are the same.
- Projects are shared. A
.cpmodprojproject opens in both, and REDcode writes the project file exactly as WolvenKit does. Use whichever tool suits the task. - Packs match. REDcode’s Pack produces the same
packedfolder as WolvenKit’s, with one difference: REDcode keeps TweakXL.tweakfiles inr6/tweaks, which WolvenKit leaves out. - Not in REDcode yet: graph editors for quest, scene and behaviour files, a preview of the game’s interface widgets, and putting changed sounds back into the game. These are planned for later. For that kind of work, open the same project in WolvenKit.
EDGEwave
EDGEwave is the EDGE platform’s sound studio, for editing, mixing and re-voicing the game’s sounds. REDcode finds sounds; EDGEwave works on them.
Open in EDGEwave, in REDcode’s audio player and the game sound list, hands the sound that’s playing to EDGEwave. Without EDGEwave installed, it offers to install it.
EDGEwave is still in development and has no release yet, so for now the button is only useful to people running EDGEwave from its source.
redscript
REDcode doesn’t handle redscript, the game’s scripting language. The community’s Redscript IDE extension for VS Code (jac3km4.redscript-ide-vscode, on the VS Code Marketplace) already does, and EDGE reuses it rather than rebuilding it. Install it beside REDcode if you write redscript. Pack copies your .reds files under source/resources into the mod like any other resource.
REDnode
REDnode runs mods written in JavaScript inside the game. The plan is one loop between the two: write a REDnode mod in REDcode, send it into the running game without restarting, and see the game’s logs and a debugger in VS Code. That will be a separate add-on, redcode-rednode. It’s planned, not built: it waits for a development connection on REDnode’s side.
For extension authors: REDcode’s API
REDcode hands other VS Code extensions an API, so they can use it without copying its code. Version 1 offers the running REDbridge, the game folder, the open project and its changes, the game’s sound effect index, any sound as audio a webview can play, import of a raw file, and pack. EDGEwave uses it. See Extension API on REDcode’s docs site.