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Installing a mod

The standard deployment procedure that every product in the catalogue follows, and the three things that go wrong most often.

4 minute read

Every product ships the same way: a mod folder, a signing key, and where relevant a set of economy XML fragments. If you have installed a Workshop mod by hand before, none of this will surprise you.

Deploy the folder

Copy the @ModName folder into your server root — the directory containing DayZServer or DayZServer_x64.exe — then copy its bikey into the keys folder. The key is what allows signed clients to connect while running the mod.

bash
cp -r @ModName /home/dayz/serverfiles/
cp @ModName/keys/*.bikey /home/dayz/serverfiles/keys/

Add it to the launch parameters

Mods load in the order they appear. Frameworks and anything that wraps other mods must come first.

ini
-mod="@CF;@SentinelServerGuard;@ModName"

Merge the economy files

Products that add items ship XML fragments for types.xml and cfgspawnabletypes.xml. They are namespaced so they will not collide with vanilla entries, but they do have to be merged into your mission rather than dropped alongside it.

Verify

Start the server and check the log. A clean start logs the mod registering exactly once. Warnings about unmatched types indicate a merge that did not take.

bash
grep -iE 'modname|economy' profiles/*.RPT | head -40

The three usual failures

  • 01Key not copied — clients are kicked with a signature error on connect.
  • 02Wrong load order — the mod loads but registers nothing and appears inert.
  • 03Economy fragments not merged — the mod loads correctly but nothing it adds ever spawns.