MuchFramework Fixes
MuchStuffPack / MuchFramework Compatibility Fix Support for MuchStuffPack and MuchFramework ended with DayZ 1.26. Later DayZ updates changed parts of the game that these mods rely on. This fix brings the known MSP compatibility changes through DayZ 1.30 together in one mod. For players, that means MSP storage can use its automatic closing and inventory features again, CodeLock interactions on MSP items use the… (more)
MuchStuffPack / MuchFramework Compatibility Fix Support for MuchStuffPack and MuchFramework ended with DayZ 1.26. Later DayZ updates changed parts of the game that these mods rely on. This fix brings the known MSP compatibility changes through DayZ 1.30 together in one mod. For players, that means MSP storage can use its automatic closing and inventory features again, CodeLock interactions on MSP items use the current CodeLock functions, and MSP planters and greenhouses use the current garden states. Use this as your only MSP/MuchFramework compatibility fix. Do not load other MSP fix mods alongside it; overlapping changes can conflict. Keep the original MuchStuffPack and MuchFramework installed. This fix does not replace either original mod. What is included? Restores the update calls used by MSP's automatic storage and closing behavior. Updates MSP's CodeLock interactions, including access, management, and raiding, when CodeLock is installed. Restores the garden states used by MSP planters and greenhouses. Installation for players Click Subscribe on this Workshop page, then subscribe to MuchStuffPack and MuchFramework. All three are required. If the server also uses CodeLock, subscribe to that mod too. CodeLock is optional for this fix, but you still need it when the server requires it. Wait until Steam has finished downloading the mods, then start DayZ through its launcher. Choose your server and load its required mods when prompted. Keep MuchFramework, MuchStuffPack and this fix enabled. Follow the server owner's mod list and do not add other MSP/MuchFramework compatibility fixes alongside it. Join the server. After a mod update, let Steam finish downloading and restart DayZ before reconnecting. Installation for server owners Stop your server and back up its configuration and persistence. Disable older MSP/MuchFramework fixes. Remove competing compatibility fixes from the startup mod list. Keep the original MuchStuffPack and MuchFramework enabled, along with your other server mods. Install MuchFramework, MuchStuffPack and this fix. Use your hosting panel's Workshop installer, or copy each complete mod folder into your server directory, next to DayZServer_x64.exe. Keep the original mod files unchanged. If you use CodeLock, keep it installed as well. Add this fix to the regular mod list. Load MuchFramework before MuchStuffPack, then load this fix after both. If CodeLock is installed, load it before this fix too. Keep all other required server mods in the list. This fix is needed by the server and every connecting client, so adding it only to -serverMod is not enough. Check signature keys. If your server checks mod signatures, use signed mod files and copy the matching public .bikey files into the server's keys folder. Include the key matching this fix's signature. Start the server and connect. Make sure players have the same mod versions as the server. Keep your existing MSP settings and loot configuration when adding the fix to an existing installation. Example startup argument without CodeLock: "-mod=@MuchFramework;@MuchStuffPack;@YourFixFolder" Replace @YourFixFolder with this fix's actual folder name, and adjust the other names to match your server folders. If you already have a -mod argument, add the missing entries to that list, separated by semicolons. Keep CodeLock and your other mods in the list if your server uses them, with this fix after CodeLock. This argument belongs in the server launch command or your host's mod settings, not in serverDZ.cfg. For server owners and modders We update MuchFramework's CodeLock calls so M
Not analyzed yet
modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 4 live servers in the crawl publish it.
The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.