A graphical mod management tool designed for DayZ dedicated servers (local/singleplayer). It simplifies mod loading, ordering, and types configuration, eliminating the tedious manual editing of .bat and .xml files.
- Automatic scanning – Scans your
!Workshopfolder for all mod folders starting with@. - Visual toggling – Check a mod to load it, uncheck to unload; changes are reflected in your server batch file’s
modListparameter instantly. - Custom ordering – Drag-free reordering via buttons or keyboard shortcuts; the order is saved to
mod_order.jsonand preserved across restarts. - Intelligent Junction management – Creates or removes directory junctions (symbolic links) in the server root pointing to mod sources – no file copying, safe updates, and no accidental deletion of source folders.
- Map‑specific types configuration:
- Supports multiple maps (automatically detects valid mission folders under
mpmissions). - Scans mods for
type‑related XML files, copies them to the map’sdb/ModTypesdirectory. - Automatically updates the map’s
cfgeconomycore.xmlto include the types files. - Cleans up invalid configurations when mods are removed or renamed.
- Supports multiple maps (automatically detects valid mission folders under
- One‑click launch – After all configurations are ready, click “Start Game” to save settings, update junctions, and launch the server (and the game via Steam).
- Real‑time logging – All operations are logged with color‑coded messages for easy troubleshooting.
The tool now uses a settings.json file located in the DayZ-LocalServer-ModManager-Data folder (created automatically next to the script).
On first run, it will try to guess the paths. If the guesses are incorrect, you must edit this file manually with a text editor:
{
"WorkshopPath": "D:\\SteamLibrary\\steamapps\\common\\DayZ\\!Workshop",
"ServerPath": "D:\\SteamLibrary\\steamapps\\common\\DayZServer",
"BatFileName": "LocalServer.bat"
}WorkshopPath– the full path to your DayZ workshop mod folder (contains all@*mods).ServerPath– the full path to your DayZ server root directory.BatFileName– the name of your batch file (e.g.,LocalServer.bat). The tool will look for it insideServerPath.
Note: If you change these values, restart the tool.
In your DayZServer folder, open serverDZ.cfg with a text editor and ensure the following line exists (add it if missing):
verifySignatures = 0;
If this is set to 2 or missing, loading unsigned mods will fail and you will not be able to join the game.
- OS: Windows 10 / 11 (64‑bit)
- PowerShell: Version 5.1 or later (built‑in)
- .NET Framework: 4.5+ (built‑in)
- Permissions: It is strongly recommended to run the script as Administrator to avoid permission errors when creating junctions.
Right‑click DayZModManager.ps1 → Run with PowerShell.
- Mod list – Shows all mods found in
!Workshop. Checked mods will be loaded on launch. - Reordering:
- Select a mod, then click Move Up / Move Dn to adjust its position.
- Keyboard shortcuts:
Ctrl+↑/Ctrl+↓to move the selected mod up/down within its checked/unchecked group (checked items always stay above unchecked ones).
- Select / Deselect All – Click once to toggle all mods.
- Start Game:
- Saves the current order to
mod_order.json. - Updates the
modListline in your batch file. - Creates or removes junctions in the server root for each mod.
- Verifies that all mods with types configuration are also checked; if any are missing, it warns you and prevents launch.
- If everything is correct, it executes the batch file to start the server and the game via Steam, then automatically closes the tool after 3 minutes to free resources.
- Saves the current order to
This page lets you manage types XML files for different maps – essential for custom items to spawn correctly.
- Current Map – Select a map from the dropdown (discovered from
mpmissionsand previously saved configs). Click Apply to switch. This will update thetemplateinserverDZ.cfgand switch the save profile folder (map_profiles). - Mod dropdown – Lists all mods from the main list. Select one and click Config XML.
- Config XML:
- Automatically scans the chosen mod for any
.xmlfiles whose names containtype. - A dialog appears allowing you to check which files to include (all are selected by default).
- Once confirmed, these files are copied to the current map’s
db/ModTypesfolder (created if needed), andcfgeconomycore.xmlis updated to reference them. - The configured mods and their files appear in the table below.
- Automatically scans the chosen mod for any
- Remove Selected – Select one or more rows in the table and click this button to delete the associated types files and remove them from the configuration.
- Clean Invalid – Automatically removes entries for mods that no longer exist in the main list (deleted or renamed mods) and deletes their copied types files.
| Shortcut | Action |
|---|---|
Ctrl+↑ |
Move selected mod up one position (within the same check group) |
Ctrl+↓ |
Move selected mod down one position (within the same check group) |
↑ / ↓ |
Navigate the list without changing order (selection only) |
| (Auto) | Checking/unchecking a mod automatically re‑groups the list (checked mods first) |
mod_order.json– Stores the display order of all mods (array of mod folder names). Saved in the data folder.types_config.json– Stores types configuration per map, including mod names and copied file paths. Saved in the data folder.map_profiles/– A folder under the server root that holds save data for different maps. The tool automatically switches this profile when you change the map.
- The tool only creates or removes directory junctions – it never copies mod files into the server folder. Deleting a junction does not affect the original mod files in
!Workshop. - If a physical folder with the same name as a mod already exists in the server root, the tool will skip junction creation and log a warning – you must handle this manually.
- When switching maps, ensure the target mission folder contains a valid
cfgeconomycore.xml; otherwise, the switch will fail. - The “Start Game” button rewrites the
modListline in your batch file but leaves all other content untouched. Avoid editing that line manually. - If you have many mods, the initial scan may take a few seconds – please be patient.
Q: I get a security warning or cannot run the script.
A: Right‑click the script → Properties → check “Unblock”, or run PowerShell as Administrator and execute:
Set-ExecutionPolicy -ExecutionPolicy RemoteSigned -Scope CurrentUser.
Q: The tool reports “Workshop directory not found” or “Server path not found”.
A: Check the paths in settings.json (located in DayZ-LocalServer-ModManager-Data). They must be absolute and point to the correct folders.
Q: After clicking “Start Game”, the server does not start.
A: Test your batch file manually (double‑click it). If it requires additional parameters, ensure they are correctly set in the file – the tool only modifies the modList line.
Q: Custom items do not spawn in game even after types configuration.
A: Verify that verifySignatures = 0; is set in serverDZ.cfg. Also check the log output to confirm that files were copied and cfgeconomycore.xml was updated successfully.
Q: My save data disappears after switching maps.
A: The tool automatically switches the map_profiles subdirectory, but only if your batch file contains a set "serverProfile=..." line. If missing, add it manually – otherwise the profile won’t change.
This tool is distributed under the MIT License. Feel free to use, modify, and share, but please retain the original author credits.
If you have suggestions or find a bug, please open an Issue or submit a Pull Request.
Enjoy a customised DayZ survival experience! 🧟♂️🔫