@ModName folder, loaded through the -mod= startup parameter, and signed with a key the server must trust. This guide covers the full workflow.
How DayZ Mods Work
Three pieces must line up for a modded server:- The mod files — an
@ModNamefolder in the server’s root directory (containing the mod’saddons/PBOs). - The load order — the
-mod=startup parameter listing every mod, separated by semicolons. - The signature key — each mod ships a
.bikeyfile that must be copied into the server’skeys/folder, becauseverifySignatures = 2makes the server reject unsigned content.
Installing a Mod
Get the mod files from the Workshop
Subscribe to the mod on the Steam Workshop using your own DayZ client. Steam downloads it to your PC — find it in
steamapps/common/DayZ/!Workshop/@ModName (or steamapps/workshop/content/221100/<mod-id>).Upload the @ModName folder to the server
Upload the entire
@ModName folder to your server’s root directory (next to serverDZ.cfg) via SFTP — see File Management. Mods can be gigabytes, so SFTP beats the browser uploader here.Copy the .bikey into keys/
Inside the mod folder you’ll find a
keys/ (sometimes key/) subfolder containing one or more .bikey files. Copy each .bikey into the server’s keys/ folder. Skip this and every client gets kicked by signature verification.Add the mod to the startup parameters
In the Game Panel, open your server’s Startup tab and add the mod to the
-mod= parameter, semicolon-separated, no spaces:Load Order Matters
Mods load left to right, and frameworks must load before the mods that depend on them.@CF (Community Framework) is the classic example — it must come first:
Popular Foundation Mods
| Mod | What it does |
|---|---|
| CF (Community Framework) | The shared library huge numbers of mods depend on. Install it first, load it first. |
| Community Online Tools (COT) | The standard in-game admin toolkit — teleport, item spawning, player management. See Admin Tools. |
| DayZ Expansion | A modular overhaul — vehicles including helicopters, base building, traders, quests, and a new map UI. Start with Core and add the modules you want. |
serverDZ.cfg (see Server Configuration).
Updating Mods
When a mod updates on the Workshop, clients get the new version automatically — your server doesn’t. Until you update it, players are kicked for version mismatch.Let Steam update your local copy
Launch Steam; subscribed mods update automatically in your local Workshop folder.
Refresh the key if it changed
Some updates ship a new
.bikey. Copy any new key into the server’s keys/ folder (old keys can be removed once no mod uses them).Common Errors
Players kicked immediately after connecting (signature verification)
Players kicked immediately after connecting (signature verification)
A mod’s
.bikey is missing from the server’s keys/ folder. Check that every mod in -mod= has its key present, then restart.Server won't start or crashes on startup
Server won't start or crashes on startup
Usually a wrong load order (dependency loaded after the mod that needs it) or a typo in
-mod= — folder names must match exactly. Check the console output; it names the mod it choked on.'PBO not part of the server data' on the client
'PBO not part of the server data' on the client
The player has a mod (or version) the server doesn’t. Point them at the DZSA Launcher, which syncs the exact mod set automatically.
Mod uploaded but not loading
Mod uploaded but not loading
Confirm the folder sits in the server root (not inside another folder), and that the name in
-mod= matches the folder name character for character. On Linux-based servers, file name casing can matter — if a mod inexplicably fails to load, lowercase file names are a known fix; our support team can help.Build your modded DayZ server
DayZ server hosting from €8.00/month — NVMe storage for big mod packs, SFTP access, and 24/7 support.

