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EDGEquest

EDGEquest

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Edgemodders

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7 installs
| (0) | Free
The EDGE quest maker for Cyberpunk 2077: read the game's quests in plain words, and write new ones as a story, with beats, scenes, choices, map markers, music and sound.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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EDGEquest for Cyberpunk 2077

Docs · Repo · Issues · Nexus Mods

EDGEquest: the EDGE quest maker for Cyberpunk 2077

EDGEquest is the EDGE quest maker for Cyberpunk 2077. Open any of the game's quests and read it in plain words: its steps, its choices, who says what, and what goes in the journal. Then write your own quest as a short story, and EDGEquest makes the game's quest files from it.

Preview. What is here works and is tested in the game. New features land in small updates. Please report problems on GitHub.

What you need

  • Windows, and Cyberpunk 2077 2.5 (Steam, GOG or Epic).
  • REDcode for Cyberpunk 2077. It finds the game, installs REDbridge (0.11.0 or later) and the .NET 10 runtime, and packs and installs your quest. EDGEquest reads and writes game files through REDbridge.
  • ArchiveXL in the game, for the quests you make.
  • Optional: EDGEwave to find, hear and make sounds, and REDnode to hear music in the running game.

Read the game's quests

Click the EDGEquest icon in the activity bar.

View or command What it does
Game Quests Every quest, phase and scene in the game, in folders titled with their quest's name
Find Quest... Search by in-game title, file name, fact, journal entry, person or place
The quest page A quest or phase as numbered steps in plain words, with its facts, journal entries, scenes, phases, people and places. The phases and scenes it plays are links. Raw opens the file in REDcode
The scene page Who is in a scene, each line with its speaker and text, and each choice and where it leads
Check Quest Mod... Checks a quest mod's .archive, WolvenKit project or extracted files, and names what is wrong in plain words

Write a quest

New Quest... asks for a title and an id, writes a story file (<id>.quest.yaml) in your WolvenKit project, and opens it on the Storyboard. A story is a set of beats. Each beat has a journal objective and steps, and a choice in a scene can send the quest to another beat:

quest: Something at the Door
id: door_mystery
author: yourname
type: side
description: Go home and see what happens.

places:
  home:
    marker: quests/minor_quest/mq055_romance_apartment/01_megabuilding/judy_megabuilding/apartment

beats:
  go_home:
    objective: Go to your apartment
    marker: home
    steps:
      - arrive: home
  at_home:
    objective: You're home
    steps:
      - music: mus_q104_drone_flight_01_START
      - scene: at_the_door
  look_closer:
    objective: Look at the door
    steps:
      - music: mus_q104_drone_flight_02_STOP
      - done

scenes:
  at_the_door:
    - V: Home. Something feels different.
    - choice:
        Look closer:
          - sound: sa_airdrop_package_land
          - go: look_closer
        A payment:
          pay: 500
          then: []
  • The Storyboard shows the beats as cards, with arrows labelled by the choice that leads there. Click a card for its page: its steps, its scenes' lines and choices, and how each line is spoken. Every change goes into the story file, comments kept.
  • Saving makes the quest: the quest phase, the journal, the scenes, the texts and the .archive.xl. Problems show in the Problems panel at their line. Then pack and install with REDcode.
  • Places are map markers the game already has. arrive: waits until V is inside the place's trigger area, as the game's own quests do.
  • Choices can be yellow (they move the quest on), white, for one lifepath, an attribute check (check: { body: hard }) or a payment (pay: 500).
  • Music and sound: music: starts or stops one of the game's music cues, sound: plays a sound event, in a beat or between a scene's lines. The picker searches the game's sounds and your project's own (made with EDGEwave), with a play button. Music plays in the running game.
  • The checklist under todo: in the story file lists what is still a stand-in, such as lines not voiced yet, with the EDGE tool that can do it.

Commands and settings

Command What it does
EDGEquest: New Quest... Starts a quest from the template in the open WolvenKit project
EDGEquest: Open Storyboard Opens a story file on the Storyboard
EDGEquest: Make Quest Makes the quest's game files now
EDGEquest: Made Files... The game files made from a story; a phase or scene opens in plain words
EDGEquest: Find Quest..., Open Quest Finds and opens a game quest's page
EDGEquest: Check Quest Mod... Checks a quest mod's files
EDGEquest: Set Game Folder, Rebuild Quest Index, Refresh, Show Log The game folder, the quest index, the views, and EDGEquest's log
Setting Default What it does
edgequest.makeOnSave on Makes a quest each time its story file is saved
edgequest.author (asked once) Your modder name: a quest's files go in mod\<author>\<id>
edgequest.gamePath REDcode's The Cyberpunk 2077 folder
edgequest.bridgePath, edgequest.dotnetRoot REDcode's Where REDbridge and .NET 10 are

For assistants

EDGEquest's MCP server, edgequest-mcp, gives AI assistants such as Claude Code the same quest maker: read and find the game's quests, start a quest, edit its story, make it, and read its checklist.

Legal

EDGEquest is MIT licensed. It talks to REDbridge (GPL-3.0, built on WolvenKit) only as a separate process. It contains no game files and no data extracted from them. Single-player modding only. Not affiliated with CD Projekt RED. Bundled packages keep their own licenses (ThirdPartyNotices.txt).

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