Advanced Role-Play Systems 

  • Inside DayZ Modding

  • Colony announcements and information
Colony announcements and information
 #6906  by Weyland
Hello, I'm Julien, Senior Producer at Bohemia Interactive, taking care of the modding component of DayZ.

A fair number of you have been asking about DayZ Modding, and the more adventurous even found Buldozer (sub-program of the game) or played around with the community-made offline mode. And as the BETA is closing in and we haven't shared anything for a while, we feel like it's finally time to share some information.

At the moment, modding is projected to be a PC exclusive feature, integrated via the Steam Workshop. It will work in a pretty similar way to how it does with Arma 3. As for when modding will be available: we aim for a partial release together with BETA. However, this is not set in stone.

Central Economy Tool

Workbench: Script Editor

From the technological point of view, at its core, DayZ is a hybrid between the Real Virtuality (RV) and Enfusion Engine - those who played and modded Arma 3 will recognize most of the tools which have been adjusted and optimized to support DayZ. Assets are still being made via Object and Terrain Builder; the packing process remains mostly unchanged, and sharing of creations will go through the loop Publisher / Game Launcher. We're also planning to add Workbench to the Tools package. This is a powerful all-in-one tool developed to handle modifications related to the new Enfusion engine game core such as scripting, particles editing, UI editing, and others. In addition to these, the tools will contain a few more DayZ specifics like NavMesh Generator and the editor for the Central Economy.

Workbench: Animation Editor

More information is coming, and we can't wait to unleash the tools into your hands and see how far you can push your imagination!