DayZ: Modding Your Server
|** WARNING!!!! ***
Not all mods are supported for mod stacking (multiple mods). Mods may also be outdated upon release of new game updates which have caused major issues for server owners (data loss, crashing). Also, note that technical support related to mods will be rather limited. The moment mods are installed, we are not held liable for any issues which may be related to the mod install - including data loss, service instability, and so forth. You are given every tool necessary to add and maintain mods.
*** PLEASE READ!!!!!! ***
Server Batch File
Frequently, mod documentation tells you to edit your startup batch file, to edit the "-mod=" parameter...
On TRUgaming servers, you do not have access to the actual batch file itself.
The Commandline Manager allows you to edit any batch parameters that will not cause a conflict with other servers in the system .
In the background the batch file looks like:
<programname.exe> -ip=<system managed IP Address> -port=<system managed port number> "-bepath=<system managed user folder>\Battleye" "-profiles=<system managed user folder>\default" "-config=<system managed user folder>\default\serverDZ.cfg"<br>
When you go to add mods, what you see in the Commandline Manager is the information unique to your server:
-ip=<system managed IP Address> -port=<system managed port number> "-bepath=<system managed user folder>\Battleye" "-profiles=<system managed user folder>\default" "-config=<system managed user folder>\default\serverDZ.cfg" "-mod=<user editable mod list>"<br>
- As the server owner or sub-user with appropriate permissions, you can edit the batch file, but ONLY have access to the -mod= option.
- For more details on changing your commandline (batch file) see the Changing Commandline section on this page.
Server Profile Folder
|IMPORTANT NOTE FOR MODS:
Several mods refer to adding information to your Profiles folder.
Modding Your Server
There are TWO ways to add mods to your server:
- Using the Steam Workshop option, much easier and faster.
- Manually adding mods, the more traditional way and for those who know what they are doing.
Adding Mods Using The Steam Workshop
Adding Mods Manually
|** PLEASE NOTE ***
- How to manually add mods to your server.. go here
Changing/Removing Active Mods From Your Server Commandline
- Stop your server
- Click on the Commandline Manager icon
- Click on the Active/Selected commandline link on the right of the commandline option you wish to edit
- This will open a dialog box that will allow you to add, remove or edit the order of the mods you want loaded.
- You do not have to delete the mod folder/files from your server.
- BUT, IF YOU MADE ANY CHANGES TO ANY CORE SERVER CONFIG FILES BECAUSE OF A MOD YOU ADDED, IT MAY BREAK YOUR SERVER
- SO REMEMBER WHAT YOU DID AND HOW YOU DID IT
- Save you changes
- Start your server
Finding my Mods on my local PC
- Navigate to the DayZ game folder on your PC.
- Typically .../Steam/steamapps/common/DayZ
- Under this folder you will see a folder called !Workshop
- Double click on this folder
DayZ Central Economy Configuration Files
- With the release of version 1.08, it is now easier to make changes to core files without overriding the existing vanilla files.
To Modify the Mission Central Economy
You need to edit the cfgeconomycore.xml file under the mpmssions\<map> folder.
Note: You still need to manually edit the cfgeventspawns.xml file as it is not included in the options.
<!-- existing contents of economy core xml --> <ce folder="foldername"> <file name="my_changes_to_types.xml" type="types" /> </ce> </economycore>
folder: defines the name of the folder, where custom xml files are stored.
type: defines the type of given xml, can be one of the following:
- types - interprets file as types.xml (See File Specifics section for more details on types)
- spawnabletypes - interprets file as cfgspawnabletypes.xml
- globals - interprets file as globals.xml
- economy - interprets file as economy.xml
- events - interprets file as events.xml
- messages - interprets file as messages.xml
There can be multiple files defined under ce element as well as multiple ce elements. This can be used, for example, when one folder handles overrides of vanilla values and other folders append files from chosen mods.
Example: <!-- existing contents of economy core xml --> <ce folder="custom"> <file name="trader_types.xml" type="types" /> <file name="weaponsredux_types.xml" type="types" /> </ce> </economycore>
Under the \mpmissions\<map>\ folder you would create a custom folder to hold all the custom .xml files.
Located under the \mpmissions\<map>\custom\ folder you would then add your custom trader_types.xml and weaponsredux_types.xml files.
These file(s) would be renamed copies of the types.xml file(s) provided by the mod developer (in most cases).