| name | PyKotor |
|---|---|
| last_updated | 2026-05-23 |
KotOR modding still runs on fragmented, Windows-centric legacy tools and ad-hoc format parsers. The crux is that mod authors cannot reliably move from edit → diff → patch → install on modern platforms without engine-fidelity gaps breaking real mods.
Build one typed, cross-platform Python toolchain anchored on reverse-engineered K1+TSL fidelity — shared library, CLI, Holocron Toolset, HoloPatcher, KotorDiff, and KotorMCP — so every format and install path is game-verified before it ships.
Primary: Mod author — they're hiring PyKotor to author, package, and install KotOR I/II mods without legacy Windows-only tools.
Secondary: Developer / integrator — they're hiring PyKotor to automate mod pipelines, CI, and AI-assisted modding via library and MCP APIs.
- TSLPatcher install parity — mods install identically to classic TSLPatcher; tracked via
Libraries/PyKotor/tests/tslpatcher/parity/(manifest + parametrized pytest),docs/solutions/testing/tslpatcher-parity-harness-mvp.md(prefer/defer/avoid), HoloPatcher regression tests when submodules are initialized, and open parity issues (#83, #67, #59) - Format round-trip fidelity — read→write→read produces game-compatible output; tracked via scoped pytest in
Libraries/PyKotor/tests - Cross-platform install success — HoloPatcher runs on Windows, macOS, Linux, and Steam Deck; tracked via CI matrix and platform issue resolution (#54, #77)
- Module Designer performance — ≥120 FPS (≤8.33 ms frame budget); tracked via GL performance benchmarks and
docs/plans/2026-03-12-feat-module-designer-performance-bottleneck-plan.md - Module Designer self-contained workflow — level design without external tools; tracked via
docs/LEVEL_EDITOR_CHECKLIST.mdsuccess criteria - Test signal quality — high-value regression coverage without ~2600-test noise; tracked via
docs/plans/pykotor-test-suite-consolidation-plan.mdand CI green on master via.github/workflows/python-package.yml(Python 3.9–3.11 primary gate; Python 3.8 minimum supported per AGENTS.md)
Reverse-engineered, unified K1+TSL format I/O with strict typing — the moat every tool surface depends on.
Why it serves the approach: Without game-verified formats, the rest of the toolchain cannot earn mod author trust.
Holocron authoring → KotorDiff patch data → HoloPatcher install, with TSLPatcher compatibility as the acceptance bar.
Why it serves the approach: The product wins when a mod author completes the full loop on Linux without legacy tools.
Current: Indoor Map Builder (Layout workflow) runs inside Module Designer. Target: one editor surface with contextual modes (Layout, walkmesh, module editing) per docs/LEVEL_EDITOR_CHECKLIST.md; close gaps (transform gizmos, walkmesh editing, inspector).
Why it serves the approach: Duplicate editor surfaces drain maintenance and block the north-star level-design UX.
KotorMCP (emerging; submodule/PyPI packaging in progress) plus CLI action parity so every Toolset workflow is reachable by agents and automation.
Why it serves the approach: Differentiates PyKotor from xoreos, reone, and Kotor.NET in the emerging AI-assisted modding lane.
- KotOR engine reimplementation (reone / KotOR.js territory)
- Multi-mod load-order orchestration (KotorModSync's lane)
- Panda3D game engine as a shipping product surface (experimental research only)
One-liner: A modern, cross-platform Python ecosystem for reading, modifying, and installing Knights of the Old Republic mods — with game-engine fidelity built in.
Key message: PyKotor replaces the legacy Windows toolchain with one typed library and integrated tools (Holocron, HoloPatcher, KotorDiff, CLI, MCP). Mod authors get authoring, packaging, and installation on any platform; developers get automation APIs grounded in reverse-engineered K1+TSL behavior.