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Remove a mod from a DayZ PC server

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Remove a DayZ server mod by changing the server’s load list and the configuration that references the package. Unsubscribing in your own launcher changes your client; it does not uninstall the mod from a separate dedicated server.

Before changing a live community, rehearse the removal on a copy. A mod can own items, vehicles, bases or player data that the server will need to read when it starts again.

Save a recoverable backup of the mission, persistence, profiles, mod configuration and startup settings while the server is stopped. Record the Workshop ID or local package name and version.

Where the author’s licence allows it, keep the exact package files needed for rollback and record the versions of retained mods. A new Workshop download may supply a newer release.

Check the author’s instructions and inventory these references:

Location What to find
Startup or panel mod list The package in -mod, -serverMod or a managed binding.
Other Workshop packages Required items that depend on the package you plan to remove.
Mission Economy registrations, classnames, init.c integrations and object-spawner entries.
Profiles and external services Settings, permissions, databases and data owned by the mod.
Saved world and characters Objects or inventories using the mod’s classes.
Scroll to see all columns →

Bohemia documents the load arguments in its server configuration reference. The Expansion Core author page illustrates why dependencies matter: a foundation package can be required by several features. Read the requirements of every package you will keep.

If another retained mod requires this one, stop and resolve that dependency first. Removing a foundation while keeping dependent packages can prevent startup. Do not remove CF as an incidental part of removing one gameplay mod.

For a small item pack, arrange for players to replace the affected clothing, weapons or containers with retained classes before the live change. A vehicle or building mod needs a plan for its objects and any stored contents. Follow the author’s migration guidance; some changes require a scoped reset.

If you cannot establish how the installed build handles the saved classes, test against a copy of the existing persistence. Starting an empty test world proves less than starting the world your community will use.

  1. Stop the test server.
  2. Remove the target from the test load list. Keep the order and scope of retained packages.
  3. Disable only the mission registrations and script integrations belonging to the removed package.
  4. Parse edited JSON or XML, then start the test server.
  5. Check startup logs, join with the remaining required client mods and inspect affected inventories, objects and features.

For registered economy files, Bohemia’s mission-file modding reference identifies the <ce> entries in cfgeconomycore.xml. Remove the relevant registration as part of uninstalling the integration. Deleting an XML file while leaving its registration creates a missing-file problem. Keep unrelated overrides.

Removing a types entry does not constitute a migration of items already stored in the world. Do not delete storage_1 to make the uninstall appear successful.

With an acceptance test and rollback copy, stop the live server and apply the same changes. Use the hosting provider’s uninstall control when it manages the package. Check whether automatic installers or startup tasks would reinstall it.

For self-managed files, remove the package from the launch arguments before moving its directory out of the active mod location. Preserve the saved copy until you accept the result. Review signing keys against all remaining packages before removing a key; an author can use the same key for several mods.

In VXPanel, read Remove or clear bindings before confirming. A numeric Workshop binding removal deletes its Workshop folder. Removing a local binding leaves local files in place. Clear removes all bindings and is not a substitute for selecting one package.

Start the server, check the loaded packages in logs and refresh the launcher listing. If a listing still advertises the old package, confirm the active startup configuration before changing client files.

Join through the server’s advertised mod list with a client that has the remaining packages. Check the removed feature is absent and retained features still work. Inspect a returning character as well as a new character, then check another restart.

Players who still need the package on other servers can keep their Workshop subscription and unload it for this server. A client-side cleanup is a separate choice. If joins fail, use the missing-PBO guide to compare what the server requires with what the client loads.

If the test reveals missing content or damaged state, stop and restore the matching pre-change configuration, packages and data. Restoring only the mod folder may not undo changes made to persistence after the first restart.

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