DayZ knowledge topic

DayZ PBO and bisign errors

A focused view of the current knowledge base entries related to PBO, bisign, bikey and missing mod problems.

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36 current knowledge base matches These cards are selected from the existing knowledge base data, with no new technical content added.
Mods / Instance root

Mod signatures and bikeys

Signature files prove that client PBOs match server-accepted keys. Public modded servers usually depend on this.

keys\*.bikey @ModName\keys\*.bikey @ModName\addons\*.bisign
Existing editable values
  • *.bikey public key copied to the DayZ server install `keys` folder used for signature verification.
  • *.bisign signature next to each client PBO in the mod `addons` folder.
  • verifySignatures `serverDZ.cfg` switch that enforces signature checks.
  • keys folder cleanup remove old keys when replacing mods with incompatible versions.
Mods / Mod folders

Mod folder structure

Explains what is inside a DayZ mod folder and which parts matter for loading, signatures and server setup.

@ModName @ModName\addons @ModName\keys @ModName\mod.cpp
Existing editable values
  • @ModName the folder loaded by `-mod` or `-serverMod`.
  • addons contains `.pbo` files. These are the actual packed mod content and configs.
  • addons/*.bisign signatures for client/server PBO validation.
  • keys/*.bikey public key that must be copied into the DayZ server install `keys` folder when signature verification is enabled.
Mods / Mission db

Mod loot integration

How to make modded items actually spawn: load the mod, register or merge its economy files, and ensure clients can join.

types.xml cfgeconomycore.xml @ModName\*.xml keys\*.bikey
Existing editable values
  • -mod mod must be loaded if clients need the content.
  • types.xml mod item classnames need economy entries.
  • cfgeconomycore.xml external mod economy files may need registration.
  • keys/*.bikey needed when signature verification is active.
DayZ Tools / Steam Tools

DayZ Tools: sign PBOs and create keys

Use DayZ Tools key utilities to sign custom PBOs so servers can verify clients with `verifySignatures` enabled.

*.biprivatekey *.bikey *.bisign keys
Existing editable values
  • private key kept by the mod author; used to sign PBOs.
  • public .bikey copied to the DayZ server install `keys` folder.
  • *.bisign signature file generated next to each signed PBO.
  • verifySignatures server config option that enforces signature checking.
Mods / Instance root

keys folder

Server-side public keys for signed mods. Clients need matching mod signatures to join.

keys\*.bikey
Existing editable values
  • *.bikey copy from each mod's `keys` folder.
  • Remove old keys when intentionally dropping a mod family.
Mods / Instance root

local mods folder

Instance-local storage for mods managed or referenced by the launcher.

mods mods\@ModName @WorkshopId
Existing editable values
  • mods/@ModName local mod folder when mods are organized under `mods`.
  • @WorkshopId Workshop-style local mod folder at instance root when used.
  • addons mod PBO content.
  • keys mod `.bikey` source folder.
Mods / Mod folders

mod config.cpp / config.bin

Mod metadata and class definitions. These files explain what classnames, weapons, items, vehicles or scripts a mod adds.

@ModName\addons\*.pbo @ModName\mod.cpp config.cpp config.bin
Existing editable values
  • mod.cpp name display name for the mod in launchers.
  • picture, logo, overview optional mod presentation assets.
  • CfgVehicles, CfgWeapons, CfgMagazines class families that provide usable classnames.
  • requiredAddons dependency list that must load before this mod config.
Mods / Launch arguments

Mod load order and launch parameters

Controls which mods the server loads and whether clients must load them too.

-mod= -serverMod= @ModName
Existing editable values
  • -mod=@A;@B client-required mods. Players must have matching mods and signatures.
  • -serverMod=@AdminTools server-only mods. Clients usually do not need them.
  • load order dependencies should load before mods that depend on them.
  • @folder name local mod folder path used by the server.
Mods / Instance root

servermods folder

Local folder intended for server-side mods or separated server mod organization.

servermods servermods\@ModName
Existing editable values
  • servermods/@ModName server-side mod folder.
  • -serverMod launch argument usually used for server-only mods.
  • addons PBOs for that server-side mod.
  • config mod-specific config may still live in profiles or mission folders.
Complex workflow / Mission db

Workflow: add a custom loot item

Complete path for making a modded item spawn naturally in the world.

-mod= types.xml cfgeconomycore.xml mapgroupproto.xml
Existing editable values
  • -mod load the mod that defines the item classname.
  • keys/*.bikey add the mod key for signature verification.
  • types.xml type name add exact classname.
  • nominal/min/lifetime/restock configure population and cleanup.
Mods / Mission root

Central economy mod folders

How server-managed mod economy folders are loaded without merging every mod entry into vanilla XML.

cfgeconomycore.xml mods_type db\*.xml
Existing editable values
  • folder path relative folder containing extra economy files.
  • types file custom type definitions.
  • spawnabletypes file custom cargo/attachment definitions.
  • events file custom dynamic events.
Mods / Launch arguments

Client mod vs server-side mod

Explains what decides whether a mod must be loaded by players or only by the server.

-mod= -serverMod= @ModName\addons
Existing editable values
  • Client mod anything that adds visible assets, items, vehicles, weapons, clothing, sounds, UI or client scripts. Put in `-mod`.
  • Server-side mod admin tools, logging, economy helpers or server-only logic that clients do not need. Put in `-serverMod` when supported.
  • Shared scripts/assets if clients interact with or see the content, it is usually a client mod.
  • Classnames in loot/events if the classname comes from a modded item/vehicle visible to players, clients need that mod.
Troubleshooting / Mission db

Event not spawning checklist

Diagnostics for vehicles, wrecks, animals, infected or custom objects configured as central economy events.

events.xml cfgeventspawns.xml cfgeventgroups.xml cfgspawnabletypes.xml
Existing editable values
  • active=1 event must be enabled.
  • nominal/min/max event population must allow at least one active event.
  • child type spawned classname must exist.
  • position placement mode must match the available spawn data.
Validation / Mission files

JSON syntax rules

Common JSON rules that matter when editing DayZ mission configuration.

*.json cfggameplay.json cfgeffectarea.json
Existing editable values
  • true, false booleans must be lowercase.
  • numbers do not wrap numeric values in quotes unless the file expects text.
  • strings must use double quotes.
  • arrays comma-separated lists in square brackets.
Troubleshooting / Mission db

Loot not spawning checklist

Step-by-step knowledge for diagnosing why an item configured in `types.xml` does not appear in-game.

types.xml mapgroupproto.xml cfglimitsdefinition.xml storage_1
Existing editable values
  • type name must match a real classname from vanilla or loaded mods.
  • nominal > 0 item needs a target population above zero.
  • lifetime > 0 item must live long enough to be found.
  • category/usage/value must match valid names and supported map groups.
Validation / Mission files

Mission file paths and case

Path and filename rules that prevent hard-to-see mission load mistakes.

mpmissions\dayzOffline.*\*
Existing editable values
  • template must match mission folder name.
  • objectSpawnersArr path must match the JSON file location.
  • cfgeconomycore file name must match the XML file.
  • mod folder launch argument must match actual folder.
Troubleshooting / Mission custom files

Object spawner troubleshooting

Common reasons custom placed objects do not appear after adding object spawner JSON files.

cfggameplay.json objectSpawnersArr *.json
Existing editable values
  • objectSpawnersArr file path must be listed in `cfggameplay.json`.
  • JSON filename must match the path exactly.
  • name object classname must exist on server and client.
  • pos coordinate must be inside the playable map.

Explains which mission files are needed after adding a mod, depending on what the mod contains.

types.xml events.xml cfgspawnabletypes.xml cfgeventspawns.xml
Existing editable values
  • Mod adds loot item add a `types.xml` entry or register the mod's provided types file.
  • Mod adds weapon/clothing/container add `types.xml`; add `cfgspawnabletypes.xml` only if it should spawn with attachments/cargo.
  • Mod adds vehicle add `events.xml` event, `cfgeventspawns.xml` positions and `cfgspawnabletypes.xml` parts/cargo.
  • Mod adds infected/zombie load the mod, add AI territory/event usage depending on how the mod defines the infected, and tune `cfgaiagents.xml` or event files if required.
Mods / Game and mod config

Where classnames come from

Classnames used in economy files must exist in vanilla game data or loaded mods.

types.xml cfgspawnabletypes.xml events.xml config.cpp
Existing editable values
  • CfgVehicles many placeable objects, clothing, containers, infected, animals and vehicles.
  • CfgWeapons weapons and tools.
  • CfgMagazines ammo, magazines and some stackable items.
  • CfgAmmo projectile/ammo behavior, usually not directly spawned as loot.
Troubleshooting / Profiles

Workflow: debug BattlEye kicks

Steps for diagnosing script restriction, remoteexec or createvehicle kicks after installing mods or editing mission scripts.

battleye\*.log profiles\BattlEye\*.log scripts.txt remoteexec.txt
Existing editable values
  • BattlEye log read the exact restriction number and line context.
  • filter file open the matching filter, for example `scripts.txt`.
  • line number restriction usually maps to a filter line.
  • exception add a specific exception for the trusted mod/action.
Troubleshooting / Profiles

Workflow: fix unknown classname errors

Debugs errors where the server cannot find a classname used by loot, events, starter gear or object spawners.

*.RPT types.xml events.xml cfgspawnabletypes.xml
Existing editable values
  • RPT unknown entity identifies the missing classname.
  • -mod verify the mod defining the class is loaded.
  • load order dependencies must load before dependent mods.
  • spelling classname is case-sensitive in practice for config lookup.
Troubleshooting / Mission files

Workflow: fix XML parse errors

Debugs broken XML that prevents mission/economy files from loading.

*.xml *.RPT
Existing editable values
  • line/column use RPT or validator location.
  • unclosed tag every opening tag needs a matching closing tag.
  • bad attribute quotes XML attributes need quoted values.
  • nested comments XML comments cannot be nested.
Validation / Mission files

XML comments and disabled entries

Many DayZ XML files use comments to keep disabled examples or temporarily remove entries from loading.

*.xml
Existing editable values
  • <!-- ... --> XML comment block; content inside is ignored by the parser.
  • active=0 disables an event while keeping its XML node loadable.
  • nominal=0 keeps an item/event defined but prevents normal target population.
  • min=0 allows the economy to drop to zero before respawn pressure.
Launcher instance files / Instance config

config/key-index.json

Tracks `.bikey` files copied by the launcher during key sync so mod signature keys can be managed predictably.

config\key-index.json keys\*.bikey DayZ server install\keys\*.bikey
Existing editable values
  • source mod which mod provided the key.
  • source key path original `.bikey` location under a mod `keys` folder.
  • target key path copied key under the `keys` folder next to the DayZ server executable.
  • sync time when launcher last wrote the key index.
DayZ Tools / Steam Tools

DayZ Tools: model import workflow

Use DayZ Tools/Object Builder workflows when importing custom models, preparing geometry, materials and config class definitions.

Object Builder model files textures config.cpp
Existing editable values
  • Object Builder model import/edit workflow.
  • model geometry visual, collision and memory point setup depending on asset type.
  • textures/materials asset paths included in the mod source.
  • config.cpp defines the item/object/vehicle classname using the model.
Derived workflow / Mission env

Derived workflow: custom zombie spawn and loot

Complete reasoning chain for adding a custom zombie/infected type, making it spawn, and giving it loot.

-mod= cfgaiagents.xml env\zombie_territories.xml events.xml
Existing editable values
  • Install/load mod add the zombie mod in the launcher's Mods tab and ensure it is client-required if players see custom assets.
  • Sync keys copy `.bikey` files so signature checks pass.
  • Find classname/family get the infected classname or family from mod docs/config/RPT.
  • cfgaiagents.xml add or reference the custom infected agent/family if the mod uses vanilla AI agent setup.
Launcher workflow / Maintenance

Launcher Maintenance tab

Use maintenance actions for update and cleanup work that admins often do manually.

DayZ server install @mods keys profiles\logs
Existing editable values
  • Update server update the DayZ Dedicated Server install.
  • Update mods update installed Workshop mods.
  • Repair keys resync `.bikey` files from mods into the DayZ server install `keys` folder.
  • Clear logs clean/archive old logs.
Launcher workflow / Mods

Launcher Mods tab

Use this tab to manage Workshop mods and their server-side key workflow.

@WorkshopMod keys\*.bikey mod list
Existing editable values
  • Search Workshop find mods by name or Workshop ID.
  • Add mod stage/download a mod into the server instance.
  • client/server toggle choose whether the mod belongs in client-required `-mod` or server-side logic.
  • move up/down change mod load order.
Runtime files / Profiles

RPT startup log

Main DayZ server runtime log. Use it to diagnose failed startup, missing mods, bad classnames, script errors and economy load problems.

profiles\*.RPT
Existing editable values
  • Cannot open file missing PBO, wrong path or bad mod load order.
  • Addon requires addon missing dependency in `-mod` or `-serverMod`.
  • Unknown entity classname does not exist or mod is not loaded.
  • Script error broken mission script or mod script.
Server config / Instance root

serverDZ.cfg

Main server configuration. Controls public identity, slots, passwords, mission template, time, persistence and several gameplay toggles.

config\serverDZ.cfg serverDZ.cfg
Existing editable values
  • hostname server name in browser.
  • password, passwordAdmin player and admin passwords.
  • maxPlayers player slot limit.
  • template selected mission, for example `dayzOffline.chernarusplus`, `dayzOffline.enoch`, or `dayzOffline.sakhal`.
Complex workflow / Mission and mods

Workflow: add modded vehicles

Adds modded vehicles correctly, including mod loading, keys, economy event setup, spawn positions and parts.

-mod= keys\*.bikey events.xml cfgeventspawns.xml
Existing editable values
  • -mod=@VehicleMod load the mod as client-required content so players can see and use the vehicle.
  • keys/*.bikey copy the mod key into the DayZ server install `keys` folder when signatures are verified.
  • events.xml child type use the exact vehicle classname from the mod config.
  • cfgeventspawns.xml create coordinates for the event name.
ConnectErrorServer (ErrorCategory 3) / Client connection

0x00030016 - EQUAL_MOD

equalModRequired mellett a szerver es kliens modlistaja nem egyezik.

ClientKicked (ErrorCategory 5) / Client connection

0x00050010 - BANK_COUNT

A bankok/PBO bank count megvaltozott, integritas gyanus.