How to Install Mods on a DayZ Server (Workshop, Keys, Load Order)
How to install mods on a DayZ server: download Workshop mods, copy keys, set -mod and -serverMod, get load order right, add mod loot and update safely.
Updated Sep 30, 2026 · 5 min read
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To install mods on a DayZ server, download each Steam Workshop mod to the server, copy its .bikey into the server's keys folder, add the mod to the -mod= launch parameter in the right load order, and restart. Players then join through the DayZ Launcher, which downloads the same mods for them. This guide walks through each step, plus server side mods, mod loot files and how to update mods without breaking the server.
Before you start
- Plan enough memory. Mods add up fast. A vanilla server is fine on 8 GB, while a stack built on Community Framework and DayZ Expansion wants 12 GB or more. See how much RAM a game server needs.
- Check dependencies. Each Workshop page lists Required items on the right. Community Framework (CF) is a dependency for a huge number of mods, and some also need Dabs Framework.
- Back up first. Take a backup of the server before adding a big mod, so you can roll back.
Step 1: Get the mod files onto the server
Each mod is a folder whose name starts with @, for example @CF. Inside are addons (the .pbo and .bisign files) and keys (the .bikey).
Self hosting: download mods with SteamCMD, logged in with a Steam account that owns DayZ:
steamcmd +login your_steam_username +workshop_download_item 221100 1559212036 +quit
221100 is DayZ and 1559212036 is Community Framework. The files land in steamapps/workshop/content/221100/<mod id>/. Copy that folder into your server folder and rename it to something short like @CF.
On GamezServers: add the Workshop mod in the panel and we download it, load it with the right -mod parameter and copy its key into the keys folder. You can skip to Step 5 for loot files, or read on to understand what happens behind the scenes.
Step 2: Copy the keys
Open each mod's keys folder and copy every .bikey file into the server's top level keys folder. Skip this and players are kicked with "Signature check timed out" as soon as they join. If that happens, see the DayZ signature kick fix.
Step 3: Add mods to the launch line
Mods load through the -mod= parameter, separated by semicolons:
./DayZServer -config=serverDZ.cfg -port=2302 "-mod=@CF;@Dabs Framework;@DayZ-Expansion-Bundle" -profiles=profiles
- On Linux, wrap the whole
-mod=argument in quotes, or the shell treats each semicolon as a new command. - Folder names must match exactly. Linux paths are case sensitive, and names with spaces need the quotes.
- On Windows, put the same line in your start
.batfile.
Step 4: Get the load order right
Mods load left to right, and a mod must come after everything it depends on:
- Frameworks first:
@CF, then other frameworks like@Dabs Framework. - Big core mods next, for example
@DayZ-Expansion-Bundle. - Mods that build on those after them.
- Small standalone mods such as maps, weapons or clothing last.
If the server closes on start or the log mentions a missing class, a dependency is out of order or missing entirely.
Server side mods
Some mods only run on the server, such as certain admin tools, loggers or scripts. They go in -serverMod= instead of -mod=:
"-serverMod=@MyServerTool"
Players do not need these, and the launcher does not ask them to download them. Only use -serverMod when the mod page says it is server side.
Step 5: Add the mod's loot and mission files
Many mods add items that will never spawn until you add them to the central economy. The mod page or its files usually include a types.xml snippet.
The clean way is a separate file per mod instead of pasting into the main types.xml:
- In your mission folder, for example
mpmissions/dayzOffline.chernarusplus/, create a folder calledcustom. - Put the mod's types file inside, for example
custom/types_mymod.xml. - Open
cfgeconomycore.xmlin the mission folder and add this inside<economycore>:
<ce folder="custom">
<file name="types_mymod.xml" type="types" />
</ce>
- Restart and check the log for XML errors.
Large mods like DayZ Expansion ship their own mission templates or detailed setup instructions. Follow those, because they often need extra files such as cfgspawnabletypes.xml changes or settings folders in profiles. Loot values themselves are explained in how to edit loot on a DayZ server.
Step 6: Restart and test
Restart the server, then open the DayZ Launcher, find the server in Servers (or use Direct Connect with ip:2302) and join. The launcher lists the server's mods and offers to subscribe and download them. Press Play once they finish.
Join through the launcher, not the in game browser. The in game browser does not download mods for you.
Updating mods
Mod updates are the most common reason a working modded server suddenly kicks everyone. When an author updates a mod, players get the new version right away while the server still has the old one.
- Self hosting: run the SteamCMD
workshop_download_itemcommand again, copy the new files over the old folder, copy the key again (authors sometimes change it) and restart. - Hosted: update the mods and restart. That usually fixes mismatch kicks straight away.
After a big DayZ patch, check each mod's page before updating the server. Some mods need a few days to catch up, and running an outdated one can stop the server starting.
Popular mods for a friend server
| Mod | What it adds |
|---|---|
| Community Framework | The base many mods need |
| DayZ Expansion | Traders, vehicles, base building, missions and more, split into modules |
| Community Online Tools or VPPAdminTools | In game admin tools: teleport, spawn items, player map |
| BaseBuildingPlus | More building pieces |
| Map mods | Community maps from the Workshop, each with its own mission |
Start small. Add one or two mods, confirm everything works, then add more. It is much easier to find the mod that broke something.
Why modded DayZ is easier hosted
Self hosting a modded DayZ server means a Steam login for every download, keys copied by hand, launch lines with quoted semicolons and a round of updates every time an author pushes a patch. On a GamezServers DayZ server you add Workshop mods in the panel and we handle the download, the -mod line and the keys, with the mission files a click away in the browser file manager. How to host a DayZ server covers the rest of the setup.
FAQ
Do players need to install the mods?
Yes, but the DayZ Launcher does it for them when they join. Server side mods in -serverMod are the exception, players never need those.
Why does my server close when I add a mod?
Usually a missing dependency, a wrong load order or a typo in the folder name. Check the latest log in the profiles folder.
Where do I get the mod ID?
It is the number at the end of the mod's Workshop page address, after ?id=.
Can console players join a modded server?
No. Mods and these servers are PC only.
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