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REDcode: a Cyberpunk 2077 modding IDE built on VS Code. Editor VS Code extensions, engine REDbridge, loop REDnode live deploy.

docs: read the docs status: preview VS Code: 1.70+ Node: 24 license: MIT

A Cyberpunk 2077 modding IDE built on VS Code.

REDcode brings the workflows of WolvenKit, browsing game archives, editing game files, importing and exporting assets, packing mods, into VS Code as extensions. WolvenKit's own C# engine does the file work inside REDbridge, a local process the extensions talk to. The name is RED for REDengine and code for VS Code.

REDcode is the build-time half of an AI-first, Node-based modding ecosystem; REDnode is the runtime half. A REDnode mod is edited in REDcode, deployed to the running game without a restart, debugged live, and its events stream back.

Read the docs · REDbridge · REDnode

Note

Status: preview, on the stores. REDcode 0.10.3 is on the VS Code Marketplace and Open VSX as REDcode for Cyberpunk 2077. It browses the archives, edits CR2W files, shows textures, meshes in 3D and sounds, browses the TweakDB and the game's texts, exports, imports, packs and installs. Phases C0 to C4 are done, and C5's viewers (V1 to V4). Still to come: the REDnode loop (C5 V5), graph editors (C6) and the branded editor (C7). Checked against game 2.31.

Get started

  1. In VS Code, open the Extensions view (Ctrl+Shift+X), search for REDcode for Cyberpunk 2077 and install it.
  2. Click the REDcode icon in the activity bar. REDcode looks for the game (change it with REDcode: Set Game Folder) and offers to download REDbridge and, when missing, the .NET 10 runtime.
  3. REDcode: New Project, then add game files to it from Game Assets.

The extension's guide explains every view, command and setting. AI assistants get the same engine through @edgemodders/redcode-mcp.

How it works

 REDcode (VS Code extensions, MIT)     REDbridge (.NET, GPL-3.0)      REDnode (Node, runtime)
 ┌────────────────────────────────┐    ┌──────────────────────┐       ┌──────────────────────┐
 │ project explorer, asset browser│    │ WolvenKit engine     │       │ mods attached to the │
 │ CR2W, texture, mesh editors    │◄──►│ JSON-RPC over stdio  │       │ running game         │
 │ import / export / pack         │    │ MCP for AI assistants│       │ hot reload, debugger │
 │ REDnode console and debugger   │◄───┼──────────────────────┼──────►│ events and logs      │
 └────────────────────────────────┘    └──────────────────────┘       └──────────────────────┘
REDcode REDbridge REDnode
Role The editor The engine host The runtime
Runs in VS Code A local .NET process A Node process beside the game
License MIT GPL-3.0 (links WolvenKit) MIT

Everything a modder touches is text an AI assistant can read and write: game files as JSON, tweaks as YAML, scripts as TypeScript. The same bridge methods serve the extensions and an MCP server, so an assistant can work a project alongside the person using REDcode.

Repository layout

Path Contents
extensions/redcode/ The REDcode extension: bridge client, the Project, Game Assets, TweakDB, LocKeys and Properties views, the CR2W editor, the texture, mesh and audio viewers, export, import, pack and install
extensions/rednode-hud-theme/ The REDnode HUD color theme, REDcode's default theme and the shared look of the whole ecosystem
packages/redcode-mcp/ The MCP server for AI assistants, published to npm as @edgemodders/redcode-mcp
nexus/ The source of REDcode's Nexus Mods page
docs/ Documentation site
tools/ Release notes, the Nexus zip and BBCode check; tools/brand/ generates the banner, badges and icon

Build

npm install
npm run build           # bundles every extension and the MCP server
npm run typecheck
npm run bridge:build    # rebuilds a REDbridge checkout next to this one (../REDbridge)
npm run bridge:update   # pulls and rebuilds it
npm run redcode:package    # writes dist/redcode-<version>.vsix
npm run theme:package   # writes dist/rednode-hud-theme-<version>.vsix
npm run mcp:build       # builds packages/redcode-mcp/dist/server.cjs

Setup for a new machine, including the .NET runtime the bridge needs: Dev setup.

Roadmap

Phase What Status
C0 Decide Contact the WolvenKit team, check the Redscript IDE extension on Open VSX (it is not there), build WolvenKit's libraries Done
C1 Bridge MVP REDbridge lists an archive and converts a file; a VS Code command opens a game file as JSON Done
C2 Browse Project view, Game Assets, extract, log Done
C3 Edit CR2W editor, texture viewer, TweakXL language support Done
C4 Ship Export, import, pack, install, run the game Done; on the stores since 0.8.2
C5 View Mesh viewer (V1), audio player (V2), TweakDB (V3), LocKeys (V4), the MCP server; the REDnode loop (V5) V1 to V4 and the MCP server done; V5 to come. The script runner was dropped
C6 Parity Graph editors, ink preview Not started. Quest and scene graphs moved to EDGEquest, material preview to EDGEmat
C7 Brand A Code - OSS build with REDcode branding, bundled extensions and bridge, Open VSX Not started

Relationship to WolvenKit

REDcode depends on WolvenKit's engine and is meant to sit alongside it, not replace it. Which tools a modder uses is their choice. Changes that make WolvenKit's libraries easier to host go upstream.

Legal

The extensions are MIT. They talk to REDbridge only over stdio, and REDbridge is GPL-3.0 because it links WolvenKit. This repository contains no game files and no data extracted from them. Single-player modding only.

License

MIT

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