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How to install mods on your DayZ server

DayZUpdated Sep 24, 20263 min read

A DayZ mod needs three things on the server: the files, the launch parameter and the signature key. Loot mods need a fourth step in the economy files.


1. Get the mod files

  1. Subscribe to the mod in the Steam Workshop for DayZ on your own PC.
  2. Open the workshop content folder. Each mod is a folder starting with an @ symbol.
  3. That folder, with its addons and keys subfolders, is what you upload.

2. Upload and load them

  1. Stop the server in the Game Panel.
  2. Upload each @ModName folder to the server root through the Files tab or over SFTP.
  3. Open the Startup page for your server. It is not linked in the sidebar, so add /startup to the end of your server's panel address.
  4. Add the mods to the mod parameter, separated by semicolons: -mod=@CF;@BuilderItems.
  5. Server side only mods go in -servermod= instead, so clients are not asked for them.

3. Install the keys

  1. Open each mod folder and find its keys folder with a .bikey file inside.
  2. Copy every .bikey into the keys folder in the server root.
  3. Leave verifySignatures = 2; in serverDZ.cfg.

A missing key kicks every player using that mod, even though the mod itself is fine.


4. Register mod loot in the economy

Mods that add items usually ship their own types.xml. For that loot to spawn, the file has to be registered in the mission's economy.

  1. Open your mission folder under mpmissions.
  2. Add the mod's types file to the economy core file so the server loads it alongside the vanilla one.
  3. Keep the XML valid. A broken economy file gives you a world with no loot at all and an error in the console.

5. Match your players

  • Players load the mod set through the DayZ Launcher, which reads it from the server. Nobody should install mods by hand.
  • After a workshop update, update the server files too, or clients on the new version cannot join.
  • Add mods a few at a time and start the server in between, so a failed boot points at one mod.

Take a backup before changing the mod list. Removing a mod deletes everything it placed in the world.

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