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Modding overview

“Modding DayZ” covers two intertwined disciplines and the toolchain that ties them together. This page is the map — just enough of the whole picture that the rest of the site has something to hang off. It links out to the detail rather than repeating it.

If you just want to get your tools working, skip ahead to Workbench setup and come back here later.

Almost everything you’ll do falls into one of two buckets.

Scripting is code. DayZ runs on Bohemia’s Enfusion engine and is scripted in Enforce Script (EnScript) — a statically-typed, C-like, object-oriented language. If you know C# or Java it’ll feel familiar; it is not C++, and it is not Lua. Scripts hold gameplay logic: what an item does when you use it, how a system behaves, what the server decides. Start with Scripting.

Asset work is everything the engine renders or reads as data:

  • Models — the .p3d file (geometry, levels of detail, named selections, attachment points).
  • Materials.rvmat files that describe how a surface responds to light.
  • Textures.paa images (color, normal, specular maps), compiled from source art.
  • Configsconfig.cpp, the text that declares your content to the game and wires the model, materials, and behaviour together.

Start with Asset Work.

A single in-game item is never just one file. A weapon is a model and a set of materials and textures and a config class that declares it — and often a script that gives it custom behaviour. These pieces reference each other by name: the config’s model points at a .p3d, and a config field like hiddenSelections[] has to match the named selections baked into that model. Get a name wrong in one place and it breaks in another.

That cross-referencing is why this site links so heavily between scripting and asset pages — they’re two views of the same object, not separate worlds.

A finished mod is a folder, by convention prefixed with @:

@MyMod/
├── mod.cpp # name, author, version (presentation metadata)
├── meta.cpp # Steam Workshop metadata (auto-generated)
├── Keys/
│ └── MyMod.bikey # public signature key the server checks
└── Addons/
└── mymod.pbo # your packed content (one or more PBOs)

The content itself lives inside the PBO (“Packed Bohemia Object”) — a single packed archive the game loads. Before packing, that same content is just a source folder containing a config.cpp, your models and textures, and your scripts. An addon is any such folder whose config declares it; small mods are a single addon in a single PBO.

The config.cpp is the spine. Two parts matter early:

  • CfgPatches declares the addon and its dependencies (requiredAddons[]) — this is also what controls load order.
  • CfgMods registers your script modules so the engine knows where your code lives.
class CfgPatches
{
class MyMod
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = { "DZ_Data" }; // load after the base game data
};
};

Scripts are organised into numbered modules that compile in a fixed order, roughly engine-core → game → world → mission:

scripts/
├── 3_Game/ # game-wide logic
├── 4_World/ # entities and items
└── 5_Mission/ # HUD, menus, the player's session

(There are five — 1_Core and 2_GameLib come first — but 3_Game, 4_World, and 5_Mission are the ones you’ll touch.) A lower module can’t see a higher one: code in 3_Game can’t reach 5_Mission, but 5_Mission can use everything below it. The Game structure page goes deeper.

So the whole lifecycle, in one line: source files → declared by config.cpp → packed into a .pbo → dropped in @MyMod/Addons/ → signed with a .bikey → loaded by the game. Packing and Publishing cover the back half.

The base game’s own content lives in its addons (the data root you’ll see referenced as DZ, with the core addon DZ_Data). After you extract the game data during Workbench setup, you can read all of it — that’s your reference for how Bohemia builds things.

The key idea is that mods extend the game; they don’t replace it. You rarely edit a vanilla file. Instead:

  • modded class lets you bolt onto an existing class without touching the original — you override just the methods you care about and call super to keep the original behaviour. (See EnScript basics.)
  • Config inheritance lets your item inherit from a vanilla one and change only what’s different.
  • requiredAddons[] guarantees your addon loads after whatever it builds on, so the classes you’re extending already exist.

The game itself is launched with your mod via the -mod= parameter pointing at the @MyMod folder.

You don’t assemble any of this by hand. The free DayZ Tools suite (on Steam) gives you:

  • Workbench — the scripting and engine-side workspace, with a live script debugger.
  • Object Builder — the 3D model tool, where P3Ds are built and configured.
  • Addon Builder — packs a source folder into a .pbo.
  • Publisher — uploads finished mods to the Steam Workshop.

Everything is rooted on a virtual P: drive that mirrors the game’s filesystem. Setting that up correctly is the first real hurdle, and it has its own page: Workbench setup. The wider build-and-ship workflow lives under Tooling & Setup.

The learning curve (and where people get stuck)

Section titled “The learning curve (and where people get stuck)”

Be honest with yourself going in: DayZ modding has a steep start. The hard part usually isn’t the concepts — it’s that the knowledge is scattered, often assumes prior Arma experience, and leaves gaps exactly where beginners need help. That gap is the reason this site exists.

The places people most often lose time:

  • Tool setup. The P: drive and game-data extraction trip up almost everyone first. Workbench setup is written to get you past it.
  • The asset pipeline. Levels of detail, named selections, memory points, materials, and texture-map naming all have to be exactly right, and a small mistake fails quietly. See Asset Work.
  • EnScript’s sharp edges. Reference counting and the client/server split cause a whole category of “it works, then it doesn’t” bugs. Skim Common gotchas before you write much — it saves hours.

None of it is beyond a careful beginner. Set up your tools, copy how the base game does something, change one thing at a time, and read the logs when it breaks.