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Benjamin Auquite edited this page Apr 15, 2026 · 47 revisions

Welcome to the PyKotor Wiki

PyKotor is an LGPL-3.0-or-later monorepo whose published Python packages include pykotor, holopatcher, holocrontoolset, and kotordiff. [PyKotor pyproject.toml, HoloPatcher pyproject.toml, Holocron Toolset pyproject.toml, KotorDiff pyproject.toml]

The Markdown pages in wiki/ are packaged into Holocron Toolset help output through package-data rules for toolset/help/wiki/**/*.md and matching MANIFEST.in includes, so this wiki is part of the shipped desktop toolchain rather than a website-only manual. [Holocron Toolset pyproject.toml, Holocron Toolset MANIFEST.in]

In-repo components

Source-backed adjacent projects

  • xoreos is a multi-game Aurora/Odyssey engine reimplementation whose engine tree contains dedicated kotor, kotor2, and kotorbase directories under src/engines/. [xoreos README, xoreos/src/engines, xoreos/src/engines/kotor, xoreos/src/engines/kotor2]
  • xoreos-tools is a separate tooling repository with converters and archive utilities such as gff2xml, tlk2xml, convert2da, unerf, unrim, unkeybif, ncsdis, and ncsdecomp, and those tools also appear as concrete source files in its src/ tree. [xoreos-tools README, xoreos-tools/src]
  • xoreos-docs is a documentation repository that explicitly collects official BioWare documents, Torlack notes, and partial KotOR model specifications under specs/, including kotor_mdl.html. [xoreos-docs README, xoreos-docs/specs, xoreos-docs/specs/kotor_mdl.html]
  • reone is a focused KotOR and TSL engine project that states its goal as running both games end to end, and its source tree is split between application entry points such as game, launcher, and toolkit and libraries such as audio, graphics, resource, scene, script, and system. [reone README, reone/src/apps, reone/src/libs]
  • KotOR.js describes itself as a TypeScript-based reimplementation of the Odyssey engine and states that the project also includes an early modding suite named KotOR Forge. [KotOR.js README]
  • KotOR.js documents a source layout with Electron applications for launcher, game, forge, and debugger, a resource layer covering formats such as GFF, ERF, KEY, BIF, RIM, TLK, TPC, and 2DA, an odyssey/ subsystem for MDL/MDX and walkmesh parsing, and an nwscript/ subsystem with separate K1 and K2 opcode definitions. [KotOR.js PROJECT_STRUCTURE.md, KotOR.js/src/apps, KotOR.js/src/resource, KotOR.js/src/odyssey, KotOR.js/src/nwscript]
  • Kotor.NET is a multi-project C# solution that includes Kotor.NET, Kotor.NET.Graphics, Kotor.NET.Patcher, Toolset, Toolset.Desktop, MapBuilder, and MapBuilder.Desktop. [Kotor.NET.sln]
  • Kotor.NET also carries a resource-type table spanning formats such as MDL, NSS, NCS, ARE, IFO, WOK, 2DA, TLK, GIT, UTC, DLG, UTP, JRL, SSF, LYT, VIS, RIM, PTH, LIP, TPC, MDX, and ERF, and its graphics layer includes a KotorModelLoader that reads MDL/MDX mesh metadata and distinguishes TSL-specific node layouts. [Kotor.NET/Common/Data/ResourceType.cs, Kotor.NET.Graphics/KotorModelLoader.cs]
  • KotorBlender is a Blender add-on fork that now supports binary MDL import/export, LYT import/export, PTH import/export, lightmap baking, and minimap rendering through the io_scene_kotor package. [kotorblender README, kotorblender/io_scene_kotor]
  • KOTORMax is a 3ds Max and GMax plugin for Odyssey MDL/MDX import/export, animation work, and related authoring utilities, and its public README states that it writes ASCII MDL files which must then be compiled separately by mdlops or a similar tool. [vendored KOTORMax README, vendored KOTORMax source tree]
  • MDLOps identifies itself as a cross-platform compiler/decompiler for Odyssey engine model and walkmesh files, with support for binary-model version detection, multiple node types, and PWK/DWK/WOK processing. [vendored mdlops README]
  • KotorMCP is an MCP server built on top of PyKotor that exposes installation detection, installation loading, resource listing and description, archive reads, module inspection, reference tracing, and kotor:// resource URIs for passive context injection. [KotorMCP README, kotormcp/tools/installation.py, kotormcp/tools/discovery.py, kotormcp/tools/refs.py, kotormcp/mcp_resources.py]
  • SotOR is a Rust save editor for KotOR 1 and 2 that targets desktop platforms and the browser, uses a built-in game database, and explicitly positions itself as a modern alternative to KSE. [SotOR README]
  • KotOR Savegame Editor and KotOR-Save-Editor are both Perl-based save editors in the KSE lineage, with one repository documenting a repackaged build with extra functionality and another tracking a v4.0 codebase for KotOR 1 and 2 saves. [kotor-savegame-editor README, vendored KotOR-Save-Editor README]

Page families

Welcome to the PyKotor Wiki

PyKotor is an LGPL-3.0-or-later monorepo whose published Python packages include pykotor, holopatcher, holocrontoolset, and kotordiff. [PyKotor pyproject.toml, HoloPatcher pyproject.toml, Holocron Toolset pyproject.toml, KotorDiff pyproject.toml]

The Markdown pages in wiki/ are packaged into Holocron Toolset help output through package-data rules for toolset/help/wiki/**/*.md and matching MANIFEST.in includes, so this wiki is part of the shipped desktop toolchain rather than a website-only manual. [Holocron Toolset pyproject.toml, Holocron Toolset MANIFEST.in]

In-repo components

Source-backed adjacent projects

  • xoreos is a multi-game Aurora/Odyssey engine reimplementation whose engine tree contains dedicated kotor, kotor2, and kotorbase directories under src/engines/. [xoreos README, xoreos/src/engines, xoreos/src/engines/kotor, xoreos/src/engines/kotor2]
  • xoreos-tools is a separate tooling repository with converters and archive utilities such as gff2xml, tlk2xml, convert2da, unerf, unrim, unkeybif, ncsdis, and ncsdecomp, and those tools also appear as concrete source files in its src/ tree. [xoreos-tools README, xoreos-tools/src]
  • xoreos-docs is a documentation repository that explicitly collects official BioWare documents, Torlack notes, and partial KotOR model specifications under specs/, including kotor_mdl.html. [xoreos-docs README, xoreos-docs/specs, xoreos-docs/specs/kotor_mdl.html]
  • reone is a focused KotOR and TSL engine project that states its goal as running both games end to end, and its source tree is split between application entry points such as game, launcher, and toolkit and libraries such as audio, graphics, resource, scene, script, and system. [reone README, reone/src/apps, reone/src/libs]
  • KotOR.js describes itself as a TypeScript-based reimplementation of the Odyssey engine and states that the project also includes an early modding suite named KotOR Forge. [KotOR.js README]
  • KotOR.js documents a source layout with Electron applications for launcher, game, forge, and debugger, a resource layer covering formats such as GFF, ERF, KEY, BIF, RIM, TLK, TPC, and 2DA, an odyssey/ subsystem for MDL/MDX and walkmesh parsing, and an nwscript/ subsystem with separate K1 and K2 opcode definitions. [KotOR.js PROJECT_STRUCTURE.md, KotOR.js/src/apps, KotOR.js/src/resource, KotOR.js/src/odyssey, KotOR.js/src/nwscript]
  • Kotor.NET is a multi-project C# solution that includes Kotor.NET, Kotor.NET.Graphics, Kotor.NET.Patcher, Toolset, Toolset.Desktop, MapBuilder, and MapBuilder.Desktop. [Kotor.NET.sln]
  • Kotor.NET also carries a resource-type table spanning formats such as MDL, NSS, NCS, ARE, IFO, WOK, 2DA, TLK, GIT, UTC, DLG, UTP, JRL, SSF, LYT, VIS, RIM, PTH, LIP, TPC, MDX, and ERF, and its graphics layer includes a KotorModelLoader that reads MDL/MDX mesh metadata and distinguishes TSL-specific node layouts. [Kotor.NET/Common/Data/ResourceType.cs, Kotor.NET.Graphics/KotorModelLoader.cs]
  • KotorBlender is a Blender add-on fork that now supports binary MDL import/export, LYT import/export, PTH import/export, lightmap baking, and minimap rendering through the io_scene_kotor package. [kotorblender README, kotorblender/io_scene_kotor]
  • KOTORMax is a 3ds Max and GMax plugin for Odyssey MDL/MDX import/export, animation work, and related authoring utilities, and its public README states that it writes ASCII MDL files which must then be compiled separately by mdlops or a similar tool. [vendored KOTORMax README, vendored KOTORMax source tree]
  • MDLOps identifies itself as a cross-platform compiler/decompiler for Odyssey engine model and walkmesh files, with support for binary-model version detection, multiple node types, and PWK/DWK/WOK processing. [vendored mdlops README]
  • KotorMCP is an MCP server built on top of PyKotor that exposes installation detection, installation loading, resource listing and description, archive reads, module inspection, reference tracing, and kotor:// resource URIs for passive context injection. [KotorMCP README, kotormcp/tools/installation.py, kotormcp/tools/discovery.py, kotormcp/tools/refs.py, kotormcp/mcp_resources.py]
  • SotOR is a Rust save editor for KotOR 1 and 2 that targets desktop platforms and the browser, uses a built-in game database, and explicitly positions itself as a modern alternative to KSE. [SotOR README]
  • KotOR Savegame Editor and KotOR-Save-Editor are both Perl-based save editors in the KSE lineage, with one repository documenting a repackaged build with extra functionality and another tracking a v4.0 codebase for KotOR 1 and 2 saves. [kotor-savegame-editor README, vendored KotOR-Save-Editor README]

Page families

Source-backed adjacent projects

  • xoreos is a multi-game Aurora/Odyssey engine reimplementation whose engine tree contains dedicated kotor, kotor2, and kotorbase directories under src/engines/. [xoreos README, xoreos/src/engines, xoreos/src/engines/kotor, xoreos/src/engines/kotor2]
  • xoreos-tools is a separate tooling repository with converters and archive utilities such as gff2xml, tlk2xml, convert2da, unerf, unrim, unkeybif, ncsdis, and ncsdecomp, and those tools also appear as concrete source files in its src/ tree. [xoreos-tools README, xoreos-tools/src]
  • xoreos-docs is a documentation repository that explicitly collects official BioWare documents, Torlack notes, and partial KotOR model specifications under specs/, including kotor_mdl.html. [xoreos-docs README, xoreos-docs/specs, xoreos-docs/specs/kotor_mdl.html]
  • reone is a focused KotOR and TSL engine project that states its goal as running both games end to end, and its source tree is split between application entry points such as game, launcher, and toolkit and libraries such as audio, graphics, resource, scene, script, and system. [reone README, reone/src/apps, reone/src/libs]
  • KotOR.js describes itself as a TypeScript-based reimplementation of the Odyssey engine and states that the project also includes an early modding suite named KotOR Forge. [KotOR.js README]
  • KotOR.js documents a source layout with Electron applications for launcher, game, forge, and debugger, a resource layer covering formats such as GFF, ERF, KEY, BIF, RIM, TLK, TPC, and 2DA, an odyssey/ subsystem for MDL/MDX and walkmesh parsing, and an nwscript/ subsystem with separate K1 and K2 opcode definitions. [KotOR.js PROJECT_STRUCTURE.md, KotOR.js/src/apps, KotOR.js/src/resource, KotOR.js/src/odyssey, KotOR.js/src/nwscript]
  • Kotor.NET is a multi-project C# solution that includes Kotor.NET, Kotor.NET.Graphics, Kotor.NET.Patcher, Toolset, Toolset.Desktop, MapBuilder, and MapBuilder.Desktop. [Kotor.NET.sln]
  • Kotor.NET also carries a resource-type table spanning formats such as MDL, NSS, NCS, ARE, IFO, WOK, 2DA, TLK, GIT, UTC, DLG, UTP, JRL, SSF, LYT, VIS, RIM, PTH, LIP, TPC, MDX, and ERF, and its graphics layer includes a KotorModelLoader that reads MDL/MDX mesh metadata and distinguishes TSL-specific node layouts. [Kotor.NET/Common/Data/ResourceType.cs, Kotor.NET.Graphics/KotorModelLoader.cs]
  • KotorBlender is a Blender add-on fork that now supports binary MDL import/export, LYT import/export, PTH import/export, lightmap baking, and minimap rendering through the io_scene_kotor package. [kotorblender README, kotorblender/io_scene_kotor]
  • KOTORMax is a 3ds Max and GMax plugin for Odyssey MDL/MDX import/export, animation work, and related authoring utilities, and its public README states that it writes ASCII MDL files which must then be compiled separately by mdlops or a similar tool. [vendored KOTORMax README, vendored KOTORMax source tree]
  • MDLOps identifies itself as a cross-platform compiler/decompiler for Odyssey engine model and walkmesh files, with support for binary-model version detection, multiple node types, and PWK/DWK/WOK processing. [vendored mdlops README]
  • KotorMCP is an MCP server built on top of PyKotor that exposes installation detection, installation loading, resource listing and description, archive reads, module inspection, reference tracing, and kotor:// resource URIs for passive context injection. [KotorMCP README, kotormcp/tools/installation.py, kotormcp/tools/discovery.py, kotormcp/tools/refs.py, kotormcp/mcp_resources.py]
  • SotOR is a Rust save editor for KotOR 1 and 2 that targets desktop platforms and the browser, uses a built-in game database, and explicitly positions itself as a modern alternative to KSE. [SotOR README]
  • KotOR Savegame Editor and KotOR-Save-Editor are both Perl-based save editors in the KSE lineage, with one repository documenting a repackaged build with extra functionality and another tracking a v4.0 codebase for KotOR 1 and 2 saves. [kotor-savegame-editor README, vendored KotOR-Save-Editor README]

Page families

Source-backed adjacent projects

  • xoreos is a multi-game Aurora/Odyssey engine reimplementation whose engine tree contains dedicated kotor, kotor2, and kotorbase directories under src/engines/. [xoreos README, xoreos/src/engines, xoreos/src/engines/kotor, xoreos/src/engines/kotor2]
  • xoreos-tools is a separate tooling repository with converters and archive utilities such as gff2xml, tlk2xml, convert2da, unerf, unrim, unkeybif, ncsdis, and ncsdecomp, and those tools also appear as concrete source files in its src/ tree. [xoreos-tools README, xoreos-tools/src]
  • xoreos-docs is a documentation repository that explicitly collects official BioWare documents, Torlack notes, and partial KotOR model specifications under specs/, including kotor_mdl.html. [xoreos-docs README, xoreos-docs/specs, xoreos-docs/specs/kotor_mdl.html]
  • reone is a focused KotOR and TSL engine project that states its goal as running both games end to end, and its source tree is split between application entry points such as game, launcher, and toolkit and libraries such as audio, graphics, resource, scene, script, and system. [reone README, reone/src/apps, reone/src/libs]
  • KotOR.js describes itself as a TypeScript-based reimplementation of the Odyssey engine and states that the project also includes an early modding suite named KotOR Forge. [KotOR.js README]
  • KotOR.js documents a source layout with Electron applications for launcher, game, forge, and debugger, a resource layer covering formats such as GFF, ERF, KEY, BIF, RIM, TLK, TPC, and 2DA, an odyssey/ subsystem for MDL/MDX and walkmesh parsing, and an nwscript/ subsystem with separate K1 and K2 opcode definitions. [KotOR.js PROJECT_STRUCTURE.md, KotOR.js/src/apps, KotOR.js/src/resource, KotOR.js/src/odyssey, KotOR.js/src/nwscript]
  • Kotor.NET is a multi-project C# solution that includes Kotor.NET, Kotor.NET.Graphics, Kotor.NET.Patcher, Toolset, Toolset.Desktop, MapBuilder, and MapBuilder.Desktop. [Kotor.NET.sln]
  • Kotor.NET also carries a resource-type table spanning formats such as MDL, NSS, NCS, ARE, IFO, WOK, 2DA, TLK, GIT, UTC, DLG, UTP, JRL, SSF, LYT, VIS, RIM, PTH, LIP, TPC, MDX, and ERF, and its graphics layer includes a KotorModelLoader that reads MDL/MDX mesh metadata and distinguishes TSL-specific node layouts. [Kotor.NET/Common/Data/ResourceType.cs, Kotor.NET.Graphics/KotorModelLoader.cs]
  • KotorBlender is a Blender add-on fork that now supports binary MDL import/export, LYT import/export, PTH import/export, lightmap baking, and minimap rendering through the io_scene_kotor package. [kotorblender README, kotorblender/io_scene_kotor]
  • KOTORMax is a 3ds Max and GMax plugin for Odyssey MDL/MDX import/export, animation work, and related authoring utilities, and its public README states that it writes ASCII MDL files which must then be compiled separately by mdlops or a similar tool. [vendored KOTORMax README, vendored KOTORMax source tree]
  • MDLOps identifies itself as a cross-platform compiler/decompiler for Odyssey engine model and walkmesh files, with support for binary-model version detection, multiple node types, and PWK/DWK/WOK processing. [vendored mdlops README]
  • KotorMCP is an MCP server built on top of PyKotor that exposes installation detection, installation loading, resource listing and description, archive reads, module inspection, reference tracing, and kotor:// resource URIs for passive context injection. [KotorMCP README, kotormcp/tools/installation.py, kotormcp/tools/discovery.py, kotormcp/tools/refs.py, kotormcp/mcp_resources.py]
  • SotOR is a Rust save editor for KotOR 1 and 2 that targets desktop platforms and the browser, uses a built-in game database, and explicitly positions itself as a modern alternative to KSE. [SotOR README]
  • KotOR Savegame Editor and KotOR-Save-Editor are both Perl-based save editors in the KSE lineage, with one repository documenting a repackaged build with extra functionality and another tracking a v4.0 codebase for KotOR 1 and 2 saves. [kotor-savegame-editor README, vendored KotOR-Save-Editor README]

Page families

PyKotor is an LGPL-3.0-or-later monorepo whose published Python packages include pykotor, holopatcher, holocrontoolset, and kotordiff. [PyKotor pyproject.toml, HoloPatcher pyproject.toml, Holocron Toolset pyproject.toml, KotorDiff pyproject.toml]

The Markdown pages in wiki/ are packaged into Holocron Toolset help output through package-data rules for toolset/help/wiki/**/*.md and matching MANIFEST.in includes, so this wiki is part of the shipped desktop toolchain rather than a website-only manual. [Holocron Toolset pyproject.toml, Holocron Toolset MANIFEST.in]

In-repo components

  • PyKotor describes itself as a typed Python library for reading, modifying, and writing KotOR engine files, exposes pykotor and pykotorcli console scripts, and depends on bioware-kaitai-formats plus kaitaistruct as part of its format stack. [PyKotor pyproject.toml]
  • PyKotor organizes installation discovery and extraction in pykotor.extract.installation, resource typing in pykotor.resource.type, and parser/writer implementations under pykotor.resource.formats. [pykotor.extract.installation, pykotor.resource.type, pykotor.resource.formats]
  • HoloPatcher is packaged as a cross-platform TSLPatcher-compatible installer with a holopatcher console entry point, and its patching flow is implemented through holopatcher.__main__ plus the shared pykotor.tslpatcher.reader, pykotor.tslpatcher.patcher, and pykotor.tslpatcher.writer modules. [HoloPatcher pyproject.toml, holopatcher.__main__, pykotor.tslpatcher.reader, pykotor.tslpatcher.patcher, pykotor.tslpatcher.writer]
  • Holocron Toolset is packaged as a PyQt-backed GUI application with script entry points for the full toolset, standalone editors such as are-editor, mdl-editor, utc-editor, and twoda-editor, and standalone applications such as module-designer and indoor-builder. [Holocron Toolset pyproject.toml]
  • Holocron Toolset maps individual resource families to editor classes and file extensions in toolset.gui.editors.standalone, which is why the wiki includes editor- and workflow-oriented pages in addition to file-format references. [toolset.gui.editors.standalone]
  • KotorDiff is packaged as a shim console tool over pykotor.diff_tool, and the runtime application layer imports the diff engine, TSLPatcher data generator, and incremental writer from the shared PyKotor codebase. [KotorDiff pyproject.toml, pykotor.diff_tool.__init__, pykotor.diff_tool.app]

Source-backed adjacent projects

  • xoreos is a multi-game Aurora/Odyssey engine reimplementation whose engine tree contains dedicated kotor, kotor2, and kotorbase directories under src/engines/. [xoreos README, xoreos/src/engines, xoreos/src/engines/kotor, xoreos/src/engines/kotor2]
  • xoreos-tools is a separate tooling repository with converters and archive utilities such as gff2xml, tlk2xml, convert2da, unerf, unrim, unkeybif, ncsdis, and ncsdecomp, and those tools also appear as concrete source files in its src/ tree. [xoreos-tools README, xoreos-tools/src]
  • xoreos-docs is a documentation repository that explicitly collects official BioWare documents, Torlack notes, and partial KotOR model specifications under specs/, including kotor_mdl.html. [xoreos-docs README, xoreos-docs/specs, xoreos-docs/specs/kotor_mdl.html]
  • reone is a focused KotOR and TSL engine project that states its goal as running both games end to end, and its source tree is split between application entry points such as game, launcher, and toolkit and libraries such as audio, graphics, resource, scene, script, and system. [reone README, reone/src/apps, reone/src/libs]
  • KotOR.js describes itself as a TypeScript-based reimplementation of the Odyssey engine and states that the project also includes an early modding suite named KotOR Forge. [KotOR.js README]
  • KotOR.js documents a source layout with Electron applications for launcher, game, forge, and debugger, a resource layer covering formats such as GFF, ERF, KEY, BIF, RIM, TLK, TPC, and 2DA, an odyssey/ subsystem for MDL/MDX and walkmesh parsing, and an nwscript/ subsystem with separate K1 and K2 opcode definitions. [KotOR.js PROJECT_STRUCTURE.md, KotOR.js/src/apps, KotOR.js/src/resource, KotOR.js/src/odyssey, KotOR.js/src/nwscript]
  • Kotor.NET is a multi-project C# solution that includes Kotor.NET, Kotor.NET.Graphics, Kotor.NET.Patcher, Toolset, Toolset.Desktop, MapBuilder, and MapBuilder.Desktop. [Kotor.NET.sln]
  • Kotor.NET also carries a resource-type table spanning formats such as MDL, NSS, NCS, ARE, IFO, WOK, 2DA, TLK, GIT, UTC, DLG, UTP, JRL, SSF, LYT, VIS, RIM, PTH, LIP, TPC, MDX, and ERF, and its graphics layer includes a KotorModelLoader that reads MDL/MDX mesh metadata and distinguishes TSL-specific node layouts. [Kotor.NET/Common/Data/ResourceType.cs, Kotor.NET.Graphics/KotorModelLoader.cs]
  • KotorBlender is a Blender add-on fork that now supports binary MDL import/export, LYT import/export, PTH import/export, lightmap baking, and minimap rendering through the io_scene_kotor package. [kotorblender README, kotorblender/io_scene_kotor]
  • KOTORMax is a 3ds Max and GMax plugin for Odyssey MDL/MDX import/export, animation work, and related authoring utilities, and its public README states that it writes ASCII MDL files which must then be compiled separately by mdlops or a similar tool. [vendored KOTORMax README, vendored KOTORMax source tree]
  • MDLOps identifies itself as a cross-platform compiler/decompiler for Odyssey engine model and walkmesh files, with support for binary-model version detection, multiple node types, and PWK/DWK/WOK processing. [vendored mdlops README]
  • KotorMCP is an MCP server built on top of PyKotor that exposes installation detection, installation loading, resource listing and description, archive reads, module inspection, reference tracing, and kotor:// resource URIs for passive context injection. [KotorMCP README, kotormcp/tools/installation.py, kotormcp/tools/discovery.py, kotormcp/tools/refs.py, kotormcp/mcp_resources.py]
  • SotOR is a Rust save editor for KotOR 1 and 2 that targets desktop platforms and the browser, uses a built-in game database, and explicitly positions itself as a modern alternative to KSE. [SotOR README]
  • KotOR Savegame Editor and KotOR-Save-Editor are both Perl-based save editors in the KSE lineage, with one repository documenting a repackaged build with extra functionality and another tracking a v4.0 codebase for KotOR 1 and 2 saves. [kotor-savegame-editor README, vendored KotOR-Save-Editor README]

Page families

Welcome to the PyKotor Wiki

PyKotor is an LGPL-3.0-or-later monorepo whose published packages include pykotor, holopatcher, holocrontoolset, and kotordiff. [PyKotor pyproject.toml, HoloPatcher pyproject.toml, Holocron Toolset pyproject.toml, KotorDiff pyproject.toml]

The Markdown pages in this directory are also bundled into Holocron Toolset help output under src/toolset/help/wiki, so the wiki is part of the packaged toolchain rather than a separate website-only manual. [Holocron Toolset MANIFEST.in, Holocron Toolset pyproject.toml]

In-repo components

External corroboration repositories

  • xoreos is a BioWare Aurora and Odyssey engine reimplementation, and its source tree includes dedicated KotOR and KotOR II engine directories under src/engines/kotor and src/engines/kotor2. [xoreos README, KotOR engine tree, KotOR II engine tree]
  • xoreos-tools is the companion CLI and tooling repository, and its tree includes developer utilities such as gff2xml. [xoreos-tools README, gff2xml man page]
  • xoreos-docs is the xoreos format-spec repository, and its README explicitly lists official BioWare documents, Torlack notes, and a partial kotor_mdl.html specification. [xoreos-docs README]
  • reone is a C++ engine focused on KotOR and TSL. [reone README]
  • KotOR.js is a TypeScript reimplementation of the Odyssey engine and includes the KotOR Forge modding suite. [KotOR.js README]
  • Kotor.NET is a C# solution whose repository root contains the core Kotor.NET library together with Kotor.NET.Graphics, Kotor.NET.Patcher, Toolset, and MapBuilder projects. [Kotor.NET repository root, Kotor.NET solution]
  • bioware-kaitai-formats is an OpenKotOR repository for BioWare, KotOR, and TSL Kaitai Struct definitions, and Kaitai Struct defines .ksy files as declarative binary format specifications that compile into parsers for multiple languages. [bioware-kaitai-formats, Kaitai Struct]
  • KotorMCP is an OpenKotOR MCP server that exposes installation discovery, resource inspection, and PyKotor-backed analysis workflows for KotOR and TSL. [KotorMCP README]

Page families

Clone this wiki locally