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General Setup
This modpack requires Community Framework and Zen Mod Core in your server's modlist or your server will not run.
The first thing I recommend doing is setting up a custom types.xml folder structure to keep all my mod entries separate from other mods and vanilla config.
The way to do this is easy, just open this file:
server_folder/mpmissions/map_name/cfgeconomycore.xml
And add this code to it underneath the </defaults> tag:
<ce folder="db/CustomTypes/Zenarchist">
<file name="types.xml" type="types" />
<file name="events.xml" type="events" />
<file name="cfgspawnabletypes.xml" type="spawnabletypes" />
</ce>
Then create this folder structure: %server_folder/mpmissions/map_name/db/CustomTypes/Zenarchist
And either paste in the XML files from this example XML config, or create these two text files and add the types in separately for each mod you plan to use:
server_folder/mpmissions/map_name/db/CustomTypes/Zenarchist/types.xml
server_folder/mpmissions/map_name/db/CustomTypes/Zenarchist/cfgspawnabletypes.xml
This will keep all my mod's types entries separate from other mods + the vanilla XMLs.
For those new to server admin, you can do this for any mod's types.xml. You can also have multiple types files in the same folder (eg. types_music.xml + types_treasure.xml for my mods etc), and you can even split up the vanilla types.xml to separate food/ammo/weapons etc to keep things better organized.
Just don't forget to add every new types filepath in cfgeconomycore.xml.
NOTE: The mapgroupproto.xml additions are only if you want hunting loot to spawn in my static treehouses (which must be placed using DayZ Editor or admin tools).
The JSON config files for each mod will be automatically generated the first time you start your server with my modpack installed.
You can view my personal server's JSON config setup by clicking here if you want to use them for reference or just copy & paste my server config.
There's a lot to learn and tweak with these mods, but I've made them as auto-pilot as possible and configuring them individually is mostly optional - but I highly recommend looking through my example files to get an idea of how the mods work and how to tweak their settings.
Inside the mod folder from the Steam Workshop of this packed mod you will find the default *.xml files with all modded classname entries contained in them.
NOTE: You will need to set up your own loot economy (ie. spawn counts).
Area and usage tags differ from map to map - my recommendation is to look through your vanilla types.xml for items similar to whatever item you are trying to set up of mine, and copy the vanilla usage flags etc to avoid issue with your loot not spawning as expected.
These tags can differ from map to map and some types might not exist on the map you are setting up (including Tiers) - so always check vanilla config for examples:
<category name="x"/>
<usage name="x"/>
<tag name="x"/>
<value name="x" />
To see a full list of Tiers, usage, flag and value tags which are valid for your chosen map, read through the server_folder/mpmissions/map_name/cfglimitsdefinition.xml file which lists all valid tags.
All my mods are open-source and published under the Mozilla Public License Version 2.0. Any mods based on my code must be open-source - no obfuscation!
You can modify/reupload/repack my mods if you like, but please credit any original authors/3D model/3rd-party asset creators, and keep in mind any future updates I make will not be automatically applied to repacked mods so make sure to check back from time to time for bugfixes and improvements.
If you find my mods useful, please consider buying me a coffee - it's not expected but very much appreciated: https://buymeacoffee.com/zenarchist
- General Setup Guide
- Core Mod Setup Guide
- ZenModPack Master Config
- Various Info
- Known Bugs & Issues
- Report Bug
My utility style mods for debugging etc.
Mods which affect game mechanics:
- ZenAlcohol
- ZenAllowMapBagSlot
- ZenAntiCombatLogout
- ZenAutoConvertStash
- ZenAutoStackItems
- ZenAutoWinterDetect
- ZenAutoRun
- ZenBasebuildingConfig
- ZenBatteryPASPersistence
- ZenBetterChatFont
- ZenBrokenGlasses
- ZenBuildingDescription
- ZenCarAttachments
- ZenCarBatteryIcon
- ZenCarCompass
- ZenCarGlovebox
- ZenCarsCutDownTrees
- ZenCanteenTablets
- ZenCatchRain
- ZenCauseOfDeath
- ZenChickenCoops
- ZenCraftingSounds
- ZenCraftRagHands
- ZenComboLocks
- ZenCombineJSON
- ZenDropRuinedClothing
- ZenDynamicZoneLoot
- ZenEarPlugs
- ZenFireFuel
- ZenFireWood
- ZenFireplaceStick
- ZenFishingConfig
- ZenFixCarAttachmentGUI
- ZenGraves
- ZenGroundCleaning
- ZenHideGearInCars
- ZenHints
- ZenHologram
- ZenHologramControls
- ZenImmersiveChatHUD
- ZenImmersiveLogin
- ZenInformWeaponStateBug
- ZenInventoryAnimation
- ZenKnifeGardens
- ZenLeftovers
- ZenLogPiles
- ZenMagObfuscation
- ZenMap
- ZenMicCheck
- ZenNotifications
- ZenOpenCansRock
- ZenPainting
- ZenPimpMyRide
- ZenRadioPlugin
- ZenRebuildableWells
- ZenRepairJSON
- ZenRepairPumps
- ZenRepairWells
- ZenServerGUI
- ZenShove
- ZenSplitUI
- ZenSleep
- ZenStaminaSlope
- ZenTerritories
- ZenWeaponEngrave
- ZenWoodHealth
- ZenZombieDoors
Mods which add gear to the game:
- ZenArtillery
- ZenBackwardsCaps
- ZenBookshelf
- ZenBunnyMasks
- ZenCamoCamp
- ZenCarWorkbench
- ZenChess
- ZenChristmasTreeCraft
- ZenConcussionGrenade
- ZenDoubleArmbands
- ZenFlask
- ZenFlint
- ZenGhillie
- ZenJameson
- ZenLadders
- ZenMusic
- ZenNotes
- ZenRaidAlarm
- ZenRaybans
- ZenRunes
- ZenStaticObjects
- ZenSwissKnife
- ZenTimeBomb
- ZenTireRack
- ZenTreasure
- ZenTreehouse
- ZenVikingAxe
- ZenZippoLighter
Mods which run purely server-side:
- ZenBloodDrips
- ZenCampSites
- ZenDynamicZoneLoot
- ZenLootCyclingDetection
- ZenNightConfig
- ZenPersistentTrees
- ZenShelterCargo
- ZenTreesplosions
- ZenZombieController
- ZenZombieConfig
- ZenJameson
My standalone mods