Try this below:

XMMATRIX is transpose of the transform matrix, so you read it as 
column,row

	XMMATRIX viewMatrix = XMMatrixRotationQuaternion(v_quaterion);
	XMFLOAT4X4 f_view;
	XMStoreFloat4x4(&f_view, viewMatrix);
	f_view._41 = mPosition.x * f_view._11 + mPosition.y * f_view._21 + mPosition.x * f_view._31;
	f_view._42 = mPosition.x * f_view._12 + mPosition.y * f_view._22 + mPosition.x * f_view._32;
	f_view._43 = mPosition.x * f_view._13 + mPosition.y * f_view._23 + mPosition.x * f_view._33;
	viewMatrix = XMLoadFloat4x4(&f_view);

You need to multiply the translation vector by the rotation first