How to install and configure the Dr_J0nes Trader mod
To install the original Dr_J0nes Trader on a DayZ Steam PC server, load its Workshop package on the server and clients, copy its Trader/ configuration folder into the active profiles directory, then test an NPC and a small buy/sell transaction. Trader uses its own text configuration. Expansion Market’s JSON files do not configure this mod.
Use Trader, Workshop item 1590841260, published by Dr_J0nes and Helkhiana. This guide covers that original distribution, separate from TraderPlus and Expansion Market. Console community servers cannot install the package.
Check the release and preserve the old economy
Section titled “Check the release and preserve the old economy”Read the current author page and change notes against your game branch. At this review the listed package update is 16 October 2024. That date does not establish compatibility with every later DayZ release. Complete the rehearsal before changing a live trader economy.
Start from a server that accepts a client join. Take a stopped backup of its mission, persistence, profiles, launch list and existing trader data. Record the currency and the trading system you intend to keep. Avoid testing two overlapping trading systems at the same location.
The author says Trader Fixes and Features has been integrated into this original package. Do not add that old fix alongside it. A repack containing the same classes can cause duplicate declarations too.
Install the original package
Section titled “Install the original package”In VXPanel:
- Stop the test instance and open Mods.
- Search for item
1590841260and follow its Steam link to confirm the original publisher. - Install it in client-required scope, including the current requirements of your complete mod set. Wait for the job to finish.
- Check the release’s supplied public signing key in the central server
keys/directory. Retain signatures and signature verification. - Deploy its profiles files below, then start and join with a client loading the same package.
For a self-managed host, follow the manual mod and key procedure. For a folder named @Trader, retain the existing launch command and include it in the normal mod list:
"-mod=@Trader"Keep the other required packages in that same semicolon-separated list, with dependencies first. Do not put a client interface mod only into -serverMod=. Resolve join verification errors before diagnosing trade files.
Deploy the author’s complete profiles folder
Section titled “Deploy the author’s complete profiles folder”Resolve the running service’s -profiles= directory. The Workshop instructions say to copy the supplied extra folder’s Trader/ directory into it. The author also links updated configuration files. Use the file set intended for your installed release and retain its revision.
The reviewed author-linked configuration includes:
<profiles>/Trader/TraderConfig.txt<profiles>/Trader/TraderConfig_Vehicles.txt<profiles>/Trader/TraderObjects.txt<profiles>/Trader/TraderVariables.txt<profiles>/Trader/TraderVehicleParts.txt<profiles>/Trader/TraderAdmins.txtThis is an abbreviated list. Copy the complete matched folder, including referenced boat or other included files. The reviewed TraderConfig.txt ends with an <OpenFile> reference to TraderConfig_Vehicles.txt; omitting that file breaks the intended configuration set.
Use Files and SFTP and edit with the service stopped. Retain the supplied <FileEnd> markers in files that use them and preserve exact tags and classnames. The author’s configuration supports // single-line comments and warns against /* ... */ comments. These files are not JSON or XML documents despite their angle-bracket tags.
Match the NPC to its trader marker
Section titled “Match the NPC to its trader marker”Start with the matched default configuration on its intended terrain. The original defaults place traders around Chernarus; those coordinates do not become valid Namalsk or Sakhal trader locations.
In TraderConfig.txt, each <Trader> section is assigned an ID by its order, starting from 0. TraderObjects.txt uses <TraderMarker> IDs to bind placed vendors to those sections. Inserting a new <Trader> header can shift the IDs of later entries, so review every affected marker when reorganizing the file.
For each vendor:
- Use a loaded NPC or supported vendor classname.
- Keep its
<TraderMarkerPosition>and<ObjectPosition>identical. - Preserve a
<TraderMarkerSafezone>value for every marker, including0where no safe zone is intended. - Spawn the vendor through
TraderObjects.txt, as the author requires. Use your map editor for surrounding decoration instead of spawning a second copy of the vendor. - For a supported vending machine or another non-character vendor, include the author’s required
NPC_DUMMYattachment.
Move one vendor at a time on a test copy and check the trading prompt. Use the supported TradingDistance from TraderVariables.txt; increasing it beyond the documented range is not a repair for mismatched positions.
Check the supplied examples too. In the reviewed snapshot, Green Mountain’s vehicle marker 5 and its NPC have different positions. Reconcile that pair on your deployment copy before testing; an author-supplied sample still needs these checks.
Add an item and set its price
Section titled “Add an item and set its price”Within the intended existing trader section, add a category and a supported item. This example is a category fragment, with deliberate test prices; it is not a complete TraderConfig.txt:
<Category> Test drinks SodaCan_Pipsi, *, 20, 8The four fields are classname, quantity mode, buy value and sell value. The reviewed configuration uses * for maximum quantity, M for magazines and W for weapons. Follow its vehicle modes when adding vehicles; a generic quantity mode does not give every class the correct transaction behavior.
The example lets a player buy for 20 and sell for 8 units of the configured currency. In the author’s schema, -1 disables the corresponding buy or sell action. Check the exact class exists in the loaded packages and test the delivered quantity before adding a whole item pack.
Trader defaults to Ruble items. Its <Currency> entries map currency classnames to denomination values. Trader balances and Expansion Market currencies are separate systems. Do not change the displayed currency name and assume existing money has been converted.
Retain a denomination worth exactly 1, and order currency entries from the lowest value to the highest, as the author requires. Load any replacement currency package on both server and clients before referencing its classes.
The author-linked Types/trader_types.xml defines the currency items, but the reviewed nominal and minimum targets are 0. If you want currency to spawn as natural loot, reconcile its definitions with the active mission, locations and chosen targets using the loot procedure. Buying and selling can distribute currency without natural spawning. Keep duplicate definitions out of the economy.
Configure a vehicle trader as a separate test
Section titled “Configure a vehicle trader as a separate test”For a vehicle vendor, review its <VehicleSpawn> and <VehicleSpawnOri> in TraderObjects.txt. Choose a clear, usable location away from the NPC, players and other parked vehicles. Keep the classname’s corresponding <VehicleParts> section in TraderVehicleParts.txt, with valid attachments from the installed release.
Use the quantity/key mode that matches your lock system. The author’s MuchCarKey instructions use VNK and add the MCK key through the vehicle-parts configuration. Apply that combination only when the corresponding MuchCarKey package and supported class are installed; do not guess a key classname.
Inspect the purchased vehicle’s economy definition and lifetime before inviting players to buy. Follow the complete vehicle checks for parts, fluids and restart persistence. A vehicle spawned during a transaction still needs compatible world and item definitions.
Review VehicleCleanupTimer and the author-documented cleanup behavior before changing it. A key that works at purchase may not remain restricted under your intended cleanup policy. TraderAdmins.txt uses one intended administrator’s Steam64 ID per line for the mod’s vehicle administration. Remove example identities and keep that access separate from VPP or COT roles.
Verify transactions and safe-zone boundaries
Section titled “Verify transactions and safe-zone boundaries”Use a normal player with temporary test currency. Record these results on the rehearsal instance:
- The vendor appears once, at the intended location, and opens the expected inventory.
- Buying the test item deducts the expected amount and delivers the intended quantity.
- Selling it gives the expected return. Check a disabled buy/sell entry too.
- A player without enough currency cannot complete the purchase.
- Test the safe-zone boundary and exit timeout with your enabled damage and vehicle mods. A zone label does not establish every damage path is blocked.
- If vehicles are offered, buy one, check its parts and access, leave the purchase area and confirm it after a supported restart.
Inspect the failed run’s logs before expanding the catalog. Keep a separate acceptance record for modded weapons, magazines, vehicles and custom currency.
Fix common Trader failures
Section titled “Fix common Trader failures”| Symptom | Check |
|---|---|
| No vendor appears | Active profiles folder, complete Trader/ copy, loaded classname and terrain coordinates. |
| Vendor appears but has no prompt | Same marker/object position, vendor spawned only through TraderObjects, correct ID and NPC_DUMMY where required. |
| Wrong inventory at an NPC | Order-based trader IDs and marker assignments after inserting sections. |
| Configured item missing | Loaded classname, current quantity mode, category placement and referenced files. |
| Currency never spawns naturally | The supplied definitions use zero targets; reconcile targets and locations in the active mission. |
| Purchased vehicle disappears | Economy lifetime, loaded class, saved-world errors and compatible cleanup settings. |
Duplicate TraderItem declaration |
Old Trader Fixes and Features or another repack containing it. |
| Edited files have no effect | Active profiles path, stopped edits, complete file syntax and startup errors. |
Update or restore the previous trading system
Section titled “Update or restore the previous trading system”Back up the whole profiles folder and world before updates. Compare new author files with your catalog and locations instead of replacing a customized folder without review. Update server and clients together, then repeat the transaction tests.
For rollback, stop the service and restore the previous package set, profiles configuration and compatible world from the same recovery set. Handle custom currency and vehicle/key data before removing a trading mod.
Return to the DayZ tutorials or use Expansion Market setup for that separate trading system.