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.
- 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 Everythingcleanup - Inspect and repack
0.pathcfrom 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
src/Svelte app, routed UI, shell, and client-side statesrc-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
OverviewData ModsLanguage ModsPrecompiled ModsASI ModsExternal ModsLibraryProfilesApply & LogsToolsAdvanced
- 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
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:
xdelta3for.xdeltapython3for Python-based script installers/usr/bin/bspatchfor.bsdiff
Install dependencies:
pnpm installRun the app in development:
pnpm tauri devRun checks:
pnpm check
cargo check --manifest-path src-tauri/Cargo.tomlBuild the frontend only:
pnpm buildBuild the macOS app bundle / DMG:
pnpm tauri build --bundles app,dmgTypical macOS build outputs:
.appsrc-tauri/target/release/bundle/macos/Crimson Desert Mod Manager.app.dmgsrc-tauri/target/release/bundle/dmg/Crimson Desert Mod Manager_0.1.0_aarch64.dmg
There is a GitHub Actions workflow that:
- builds macOS bundles
- uploads release artifacts
- creates artifact attestations
See:
.github/workflows/release.yml
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
This project stands on a lot of community reverse-engineering, tooling, and format research. Credit goes to:
- Crimson Desert - JSON Mod Manager
- lazorr410 / crimson-desert-unpacker
- 993499094 for the related ResHax discussion and reverse-engineering context: post reference
- Crimson Desert mod 218
- faisalkindi / CrimsonDesert-UltimateModsManager
- CallMeSlinky / Crimson-Desert-PATHC-Tools
- Enki013 / Crimson-Desert-JSON-Mod-Manager-MacOS
- MrIkso / CrimsonDesertTools
MIT