DayZ
Chernarus Underground Bunker
85 Comments
ᴛʜᴇ ʟᴇɢᴇɴᴅᴀʀʏ Dec 26, 2024 @ 5:49pm 
Looks like owner dont want to answer so sadly this mod is dead :-/
ᴛʜᴇ ʟᴇɢᴇɴᴅᴀʀʏ Dec 26, 2024 @ 5:48pm 
Impossible to get inn the first door after open the first bunker door...Itsl ike something is there but in editor its nothing invincible there..
RicanPradaG Sep 24, 2024 @ 3:45pm 
for some reason the exit door switch works but not the main entrance. Is there something I am missing?
Gobbles Sep 14, 2024 @ 7:00pm 
The pbo was empty, and the expansion file is blank
Jerry_jero12 Apr 30, 2024 @ 9:20am 
Hello i can't get any further. the doors won't open and no "F-OpenDoor" request appears. what have i overlooked?
Mick Feb 28, 2024 @ 6:26am 
Also the .DZE file is blank in github, I think you need to place down the bunker with admin tools, and then put the info into the .dze file,
Mick Feb 28, 2024 @ 6:19am 
I think its where you have put the .DZE file, I`ll look at my files when i get home
xib Feb 27, 2024 @ 11:42am 
Ok I give up. I'm pretty new to DayZ modding and I can't get this working. Here is what I have done so far, if someone is able to point out what I've done wrong.


1. Copied up @BuilderItems, @Dabs Framework, @DayZ Editor Loader mods to the server.
2. Modified the mods argument to look like this: "-mod=@CodeLock;@BuilderItems;@Dabs Framework;@DayZ Editor Loader;"
3. Started the server, it created a folder "EditorFiles" in mpmissions/daysOffline.chernarusplus, into which I put the QB2.dze file into from github.
4. Stopped server.
5. I copied all the Land_Underground entries from mpmissions/daysOffline.enoch/ mapgroupproto.xml into mpmissions/daysOffline.chernarusplus mapgroupproto.xml
6. Started server. It shows in browser. All the mods show. I can connect, but I dont see anything different when I head to the quarry?
eckert.af.am  [author] Nov 24, 2023 @ 8:48pm 
Whenever I tried to post images of the bunker as part of this mod posting, Steam always removed the mod. They never told me why and wouldn't tell me what was wrong with the images I posted from the game, so there are no images and the Steam moderators who barely passed a Turing test can fry.
Wolf Nov 6, 2023 @ 7:48pm 
Is there any video or picture of the actual "bunker."
pixjadar Nov 1, 2023 @ 2:39pm 
@Myke, thanks for sharing the NVG setting, working great! How can I get zombies to spawn inside the bunkers like you're showing in your video? They only spawn on the main center.
MASTER OF DISGUISE Oct 19, 2023 @ 12:57am 
@SSal its not a mod its a DZE file you need Editor Loader look at the github for setup
SSal Oct 13, 2023 @ 1:44pm 
Missing pbo?
MASTER OF DISGUISE Oct 13, 2023 @ 12:02am 
Any way to create a server alert that the door was opened?
Myke Sep 22, 2023 @ 9:19pm 
So I got NVG's to work. I can post the file for it. Basically you need to have breadcrumbs or it will not trick the game into it being night. Also I have another file for the missing rocks for above. I can post it in a discussion maybe. https://clipchamp.com/watch/DynDctUs1kD
Field Marshal Manstein Sep 22, 2023 @ 3:59pm 
this line works also, gives the same result.

MissionServer.ExportLootData = true;
Field Marshal Manstein Sep 22, 2023 @ 3:59pm 
one more thing, that ExportProxy line MUST be placed AFTER this part in the init.c file

//INIT ECONOMY--------------------------------------
Hive ce = CreateHive();
if ( ce )
ce.InitOffline();
Field Marshal Manstein Sep 22, 2023 @ 3:58pm 
TigrevGames: just generate a new mapgroupproto file with all the *.dze files loaded on the server. and use the new generated file.

use this line in init.c that scans the entier map after items that has spawn pos, like all the building´s, DE objects and so on.

GetCEApi().ExportProxyData( "7500 0 7500", 30000 );

takes a min or two, and you find the file in storagefolder/export.

then the file have stopped growing you know its ready. turn off the server remove the line of code you just added in.
Tigrev Sep 20, 2023 @ 12:32am 
in github mapgroupproto file missing(
Th3 L0n3 W0lf Sep 3, 2023 @ 10:54pm 
You have to use another mod called SpawnerBubaku to get underground spawns
NJ STRONG 609 Sep 3, 2023 @ 10:14pm 
zombies dont spawn inside the bunker. they're either in the rocks or underneath the actual bunker
smithygsxr600 Aug 24, 2023 @ 7:21am 
i dont have loot or zombies spawning inside
Th3 L0n3 W0lf Aug 7, 2023 @ 5:06am 
Top north of the quarry above the road end
shalloz Aug 6, 2023 @ 9:11pm 
where exactly in the picture is the bunker?
eckert.af.am  [author] Aug 6, 2023 @ 7:39pm 
The mapgroupproto file should be in the github link, see the description above.

There is one door that does not go anywhere and is a false door.

Empty pbo means you skipped the github link above with all of the files in it in case the pbo was unlocked incorrectly.
Flakster Jul 25, 2023 @ 8:20pm 
Thats an empty Pbo
Th3 L0n3 W0lf Jul 18, 2023 @ 2:37am 
I have a small issue, one of the doors in the big stairs going down to the exit cavern doesn't give a prompt to open, i have looked everywhere but had no joy, am i missing something, can
i rectify this myself in dayz editor?
Nik TV Jun 19, 2023 @ 4:41am 
Hello, does anyone have a mapgroupproto file?
firepup361 Jun 9, 2023 @ 12:50pm 
the nvgs [roblem is from the latest 1.21 update it effectes all bunker deal on all maps and they are suppossed to be working on a hot fix for it but no time line for it right now
Sotie_24 Jun 4, 2023 @ 7:05am 
you need to modify mapgroupproto in order to make mapgrouppos work
@Sacredjam618399
Sacredjam618399 Jun 2, 2023 @ 2:08am 
loot dont spawn i have added the map group its been on my server about a week now not seen any loot? also nvgs dont work inside
Betrayal May 10, 2023 @ 6:55am 
is it ment to be open on the top? you can see in to the bunker by flying over it with a heli
PimPam May 3, 2023 @ 1:59am 
if i have the dependencies working on the server, i also copied the land_undergrounde enoch to chernarus and added the QB2.dze inside editorfiles and added the xml to mapgrouppos, i have it all, it's weird.
eckert.af.am  [author] May 2, 2023 @ 7:30pm 
Do you the needed mod dependencies I listed?
PimPam May 2, 2023 @ 5:38pm 
I only get environment and zombies, the mapping does not appear, any solution?
eckert.af.am  [author] Apr 30, 2023 @ 7:19pm 
As far as I know, zombies can not spawn on anything but vanilla ground. Any object/building that is not ground level is a no-go for spawning.
unhing3d Apr 30, 2023 @ 1:28am 
how to i make the zombies spawn inside the main entrance they all just spawn in the caves
R̷a̷b̷b̷i̷t̷ Apr 26, 2023 @ 5:30pm 
This build is excellent and exactly what I needed. I edited your build to fit for DNA Keycards mod strong rooms and doors, the 2 big open locations within the bunker are perfect to have a strong room spawn into one of them at a time. Everything works as it should, zombies and loot spawning great, thank you for this.
eckert.af.am  [author] Apr 25, 2023 @ 7:39pm 
The land_underground pieces will have the needed call out to a tier, once your server restarts a couple times and/or the central economy timers have started calling for new loot, you should be good.
unhing3d Apr 25, 2023 @ 3:52am 
forgot to add, on iZurvive this area is classed as tier unique spawns, i fi want to add loot to spawn here am i best adding that value in my types?
unhing3d Apr 25, 2023 @ 3:46am 
i have added this to my server and loaded it in using DayZ editor loader. I added the land_underground from enoch to mapgroupproto.xml is there anything else to do regarding loot spawning?
PacMan Apr 17, 2023 @ 6:58pm 
@Crup1er No fix. I found out many bugs like this, Bohemia team know these bugs, and lets hope they will fix it soon, as they said.
eckert.af.am  [author] Apr 12, 2023 @ 7:27pm 
No pbo is needed for terrain/map edits.
Belzee Apr 12, 2023 @ 4:05am 
Missing pbo. What am i missing?
I did all the instructions of github.
DuckTape Apr 11, 2023 @ 7:01pm 
I realized I may not have read all the previous comments and so missed the Punch cards for the doors and will try that. I'll also double-check to make sure I have all the land_underground lines
DuckTape Apr 11, 2023 @ 6:48pm 
QQ: Are there any mods needed for this build? We added all the land_underground entries from Enoch but it feels like there are somethings missing when trying to access the top entrance from the ground on the east side? Also, I assume the lack of openable doors on both the top and the backside (north) ramp are intentional so you have to use DNA Warp doors or are we missing something? Other than that, its a great area!
Crup1er Apr 11, 2023 @ 4:47pm 
This is an excellent mod, but I've run into several issues. First of all, there are invisible entities inside the bunker that cause collisions when you walk through certain rooms. I have the "Z Day Expansion Asset Map" which contains "building items". How can i solve this problem?

Second, the loot only appears in the military huts I added from the editor, but nothing appears in the rest of the bunker. Can you advise me on how to fix this problem?
Axe0_0 Apr 11, 2023 @ 2:31am 
i think the vanilla NVG thing is something need to wait for BIto fix. i haved discussed this elsewhere and a few people have said its in the feedback tracker already. I have fixed the NVG issue in the mean time by installing a lighting mod. Im using lads lighting overhaul. Vanilla NVG's working perfectly in the underground now. I had to abandon some modded ones though unfortunately. Still any NVG using the vanilla setting will work fine. i have other modded ones without additional config working as well.

@Glass of Liquid same here for the rocks at the top. I have helis on the server, players will 100% try to get in there. I have just plugged up the holes with some extra rocks. impenetrable now ;-)
Glass of Liquid Apr 9, 2023 @ 8:20pm 
Not a problem, good to see this mod is so well maintained!

I didn't even see those buried castle walls yet. I did notice though, when flying above the rock formation with a heli, there are rocks missing which gives a not so flattering look on the inside. It also gives away the location :)

Yes, that's vanilla NVGs. I don't know if it helps, but when entering the bunker there are 3 distinct lighting states with no fluent transitions (they sort of "click" over"):
1. outside lighting, 2. when entering for a few meters there is atmospheric dusky lighting (with reddish tint?) looking in and out of the bunker, 3. Just after the inner door (not the gate) it turns suddenly pitch black.
When exiting the bunker (walking up the stars) it gets gradually lighter which seems to work fine.
eckert.af.am  [author] Apr 9, 2023 @ 5:01pm 
@Glass of Liquid - I've noticed the same since the last 1.20 hot fix came out that solved the issue of _de objects forever nesting (opening a door to find another door ad infinitum). I'll work on a solution to this but I'm not quite sure what it will be. Already there are castle walls buried within the various rock faces that form the last courtyard before the exit.

Regarding the over-exposure, I'm not sure the fix there either. The NVG are the vanilla goggles? Assuming so, there might be a mismatch between DayZ's underground lighting triggers (all of which are sequential vice phased i.e. there are no progressive triggers for gradual brightening/darkening) and the vanilla NVGs. I'll take a look at this as well.

Thanks for the feedback, appreciated!