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Crimson Desert Mod Manager

Warning

This project is in early development and is not yet fully ready, you can use it at your own risk. Expect bugs, crashes, and missing features. Please help by testing and providing feedback!

A macOS-native mod manager for Crimson Desert built with Tauri, Svelte, TypeScript, Tailwind, shadcn-svelte, and Rust.

It supports JSON patch mods, precompiled overlays, browser/raw folder mods, archive imports, PATHC workflows, recovery tools, and advanced extraction utilities.

Important

This project was fully vibe coded by Codex, using OpenCode as the harness and GPT 5.4 as the model.

That said, I do have real experience with the frontend stack used here, especially the UI-side technologies and patterns around Svelte, Tailwind, and component-based frontend work.

What It Does

  • Import mod sources from:
    • folders
    • .zip
    • .7z
    • .rar
  • Manage mod types including:
    • JSON patch mods
    • precompiled overlay mods
    • browser/raw folder mods
    • language-targeted mods
    • ASI mods
    • BNK mods
    • binary patch mods (.bsdiff, .xdelta)
    • script-installer mods
  • Reorder JSON mods and toggle individual patch groups
  • Preview conflicts, overlaps, unresolved targets, and estimated overlay groups before apply
  • Build fresh manager-owned overlay groups dynamically
  • Restore vanilla state, reset active mods, and run a full Fix Everything cleanup
  • Inspect and repack 0.pathc from DDS folders
  • Search, preview, and extract virtual files from the game archives
  • Extract/decrypt and repack XML-style entries
  • Save and apply mod profiles
  • Run problem-mod isolation to narrow down crashes
  • Export diagnostic reports

Project Structure

  • src/ Svelte app, routed UI, shell, and client-side state
  • src-tauri/ Rust backend, Tauri config, bundling, icons, and native workflows
  • .github/workflows/ GitHub release workflow with macOS builds and attestations
  • .opencode/ internal notes and QA summary generated during development

Main Pages

  • Overview
  • Data Mods
  • Language Mods
  • Precompiled Mods
  • ASI Mods
  • External Mods
  • Library
  • Profiles
  • Apply & Logs
  • Tools
  • Advanced

macOS Distribution Notes

  • Minimum supported macOS version is set to macOS 15
  • The app is configured with ad-hoc signing
  • It is still expected that some users may need to Gatekeeper bypass the app on first launch
  • The DMG has a custom background and drag-to-Applications layout

Runtime Tooling

The app bundles 7z for archive import so users do not need Homebrew just to import .7z / .rar mods.

Some advanced workflows may still depend on tools already present on the system or on optional bundled tools in the future, for example:

  • xdelta3 for .xdelta
  • python3 for Python-based script installers
  • /usr/bin/bspatch for .bsdiff

Development

Install dependencies:

pnpm install

Run the app in development:

pnpm tauri dev

Run checks:

pnpm check
cargo check --manifest-path src-tauri/Cargo.toml

Build the frontend only:

pnpm build

Build the macOS app bundle / DMG:

pnpm tauri build --bundles app,dmg

Build Output

Typical macOS build outputs:

  • .app src-tauri/target/release/bundle/macos/Crimson Desert Mod Manager.app
  • .dmg src-tauri/target/release/bundle/dmg/Crimson Desert Mod Manager_0.1.0_aarch64.dmg

Release Automation

There is a GitHub Actions workflow that:

  • builds macOS bundles
  • uploads release artifacts
  • creates artifact attestations

See:

  • .github/workflows/release.yml

QA

The project includes automated validation and real-file tests against local Crimson Desert assets and downloaded mods.

For the latest summary, see:

  • .opencode/final-qa-summary.md

Credits

This project stands on a lot of community reverse-engineering, tooling, and format research. Credit goes to:

License

MIT