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Custom mods are not loading! #385
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Not loading how? Did you add the to the batch file? Please provide enough information so you can be helped. |
I don't know how and why, but I have no issues with mods on my offline mission. And offline mission is the best way for me to check is my mods working as expected. I'm connecting everything what do i need, Expansion, TraderPlus (if need to create trader zone) and never met the issues woth offline mode. I think you shall be more careful about what are you doing and thene everything went fine. |
Can confirm this issue, but only when using the .bat file. I tried everything from
Funny thing, if I use the Vanilla Launcher with local Mod, it works. |
Folks then how the heck do I loading the mods!? Maybe you had done something wrong? Let's try another way, show me up how do you including the mods. Predefine some folders: |
Some of the things I tried: -mod="P:\BloodragePacked" -mod="C:\BloodragePacked" I even tried it without the "addons" folder. @griha41 I dont have a clue why its not working. |
First of all. Now please make that way as I written bellow:
Why the hell shall we use " symbol - it's for the path and parameter protection.
Now about folder structure:
That's all about. Start the DayZ and then try to find item from that mod (or do what it supposed to do). After you've done with DZ head up to: You'll find the DayZ Logs directory, open latest .RPT log and check Line 3, it SHALL contains your mod directory, if it's didn't then you've done something wrong with you bat file or started something else. I checked that method about 3 hrs ago and it's still working... |
Jesus @griha41 it literally was the mistake of -mod="LocalMod" Maybe this should be included in the landingpage "How to add Mods" Thanks a lot! |
Yes man, I met that issue in Arma 3, in Arma 2 OA mods had been included by -mod="@mod1;@mod...;@modx" In Arma 3tye rule was changed to: "-mod=@mod1;@mod...;@modx" In DayZ before 1.04 you can start the game with -mod="@mod1;@mod...;@modx", ainse 1.04 only with the "-mod=@mod1;@mod...;@modx" So always welcome! |
I couldnt get Deerisle to load - kept getting "No world called deerisle" or other mod script errors, because it cant locate the Mods. So I used the DayZ launcher. Example Launncher Log: I copied the Launchers format. @echo off start DayZ_x64.exe "-mod=F;\SteamLibrary\steamapps\common\DayZ\Workshop@CF;F\SteamLibrary\steamapps\common\DayZ!Workshop@DeerIsle" "-mission=F:\SteamLibrary\steamapps\common\DayZ\missions\DayZCommunityOfflineMode.deerisle" -filePatching -doLogs To clarify Declaring absolute paths for each mod resolves the script errors e.g. Again if this is helpful the Launcher log is located |
Are you kidding? Will you bet that's everyone can remember his/her account name? Don't think that's everyone has a had on a shoulders, peoples are mostly idiots, they don't give a crp about start-up parameters - they only copy -> paste and don't asking themselves why and what do they copied. |
Custom mods are not loading! I creating a simple mod with notifacation "Hello World" but not load too BBP, CF, Dabs none are loading too
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