Game File Structure
An overview of the World of Tanks installation layout and where to place your mod files.
This page covers the World of Tanks installation structure and the conventions you need to follow to get your mod loaded by the game.
Top-level folders
| Folder | Description |
|---|---|
res/ | Base game resources. Never modify files here. |
res_mods/ | Unpacked mod overrides, organized by game version. |
mods/ | Packaged .wotmod archives, organized by game version. |
replays/ | Recorded battle replays. |
win64/ | Game engine binaries and runtime dependencies. |
Root configuration files
| File | Description |
|---|---|
version.xml | Current game client version. |
paths.xml | File system path definitions used by the engine. |
game_info.xml | Game metadata. |
Two ways to install a mod
In short: use res_mods/ while you develop, and ship as a .wotmod package when you distribute.
res_mods/ lets you drop plain .py files directly into the game folder and test instantly without any compilation step. It is the fastest way to iterate during development.
.wotmod packages are ZIP archives. They are the format expected by mod hubs like WGMods.net, and what players install. Everything is in one file, Python code must be compiled to .pyc, and the game loads these with slightly lower priority than res_mods/.
res_mods/ (unpacked mods)
Files placed here directly override their equivalent in res/. The engine loads res_mods/ first, so your file takes priority without touching the originals.
The version folder must match the running client exactly (for example res_mods/2.2.1.3/). Each game update requires moving your files to the new version folder.
| Path | Description |
|---|---|
res_mods/<version>/scripts/client/mods/ | Main entry point for Python mods. The mod loader picks up .pyc files here. |
res_mods/<version>/scripts/client/gui/mods/ | GUI-related Python mod files, loaded in alphabetical order. |
res_mods/<version>/gui/flash/ | Compiled ActionScript 3 SWF overrides for the legacy Flash UI. |
res_mods/<version>/gui/unbound/ | HTML/CSS/JS overrides for the modern Gameface UI (WoT 2.0+). |
res_mods/<version>/spaces/ | Per-map space overrides. |
mods/configs/ | Community convention for storing mod configuration files. |
mods/ (packaged .wotmod archives)
.wotmod files are ZIP archives that follow a specific internal structure. They sit in mods/<version>/ and are loaded alongside res_mods/, but with lower priority.
Inside a .wotmod, the path structure mirrors res/:
my_mod.wotmod (ZIP)
└── res/
└── scripts/
└── client/
└── gui/
└── mods/
└── mod_example.pycPython files inside .wotmod packages must be compiled to .pyc bytecode. Plain .py files are not executed from packages. In res_mods/ you can use .py directly during development, then compile before distributing.
Decompiled source reference (wot-src)
The decompiled source is read-only reference material. It mirrors the internal structure of res/.
scripts/
| Folder | Description |
|---|---|
scripts/client/ | Client-side Python logic (battle UI, garage, lobby). |
scripts/common/ | Shared logic used by both client and server. |
scripts/client_common/ | Code shared at the client/server boundary. |
scripts/entity_defs/ | BigWorld entity definitions. |
scripts/component_defs/ | Component system definitions. |
scripts/arena_defs/ | Arena and battle configuration. |
scripts/item_defs/ | XML definitions for vehicles, modules, and consumables. |
gui/
| Folder | Description |
|---|---|
gui/flash/ | Compiled Flash SWFs and ActionScript 3 assets (legacy UI). |
gui/unbound/ | Gameface UI components: HTML, CSS, and JS (WoT 2.0+ UI). |
gui/maps/icons/vehicle/ | Vehicle icons organized by nation. |
Other top-level folders
| Folder | Description |
|---|---|
vehicles/ | Vehicle model definitions organized by nation. |
maps/ | Battle map data, one folder per map. |
spaces/ | Space and arena definitions. |
content/ | 3D models, particles, buildings, and environment assets. |
text/ | Localization files. |
sources-as3/
ActionScript 3 source for all Flash-based UI components.
| Folder | Description |
|---|---|
gui_base/ | Base GUI framework shared across all screens. |
gui_battle/ | In-battle HUD components. |
gui_lobby/ | Garage and lobby interface components. |
common/ | Shared AS3 libraries and Wargaming base components. |
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