How to Add Mods to a DayZ Server: Full Guide
Install a DayZ mod with its dependencies, load it in the scope the author specifies, then join the server and try its feature. For signed client content, you also need the accepted public signing key. Server-only packages can have different requirements.
Use Workshop or an authorised release to get the files. On managed VYKIX hosting, follow Workshop installation in VXPanel. The modded DayZ hosting page covers file access, updates and testing the workload.
Before restarting:
- Back up the active mission, persistence and mod-owned settings, and check which files the backup contains.
- Check the installed files against the author’s package and dependency list.
- Put the required
.bikeyfiles for signed client mods inkeys/and check the launch settings. - For a signature error, compare versions, file integrity and accepted keys.
- Plan a join and feature test after startup, with the RPT log open for errors.
What You Need Before Installing Mods
Section titled “What You Need Before Installing Mods”Start with a server you can join and a backup you can recover.
A working DayZ PC server. Complete a vanilla join test on your managed service, VPS or dedicated server. The DayZ cost guide compares the price and administration of each option.
Workshop access. Download through Steam, SteamCMD or your host’s installer. You can use Steam on your own PC and transfer the files without running the Steam client on the server.
File transfer or local access. WinSCP and FileZilla support SFTP for uploading packages. Local access or another supported transfer method works too, including for private and non-Workshop releases.
A text editor. Notepad++ or VS Code can edit the configuration and startup arguments.
Installing DayZ Mods via Steam Workshop
Section titled “Installing DayZ Mods via Steam Workshop”Find the Workshop item, download its files and place them where your launch settings expect them. Include the dependencies and signing keys the author requires.
Step 1: Find the Mod’s Workshop ID
Section titled “Step 1: Find the Mod’s Workshop ID”Read the item ID from its Workshop URL. Community Framework (CF) uses:
https://steamcommunity.com/sharedfiles/filedetails/?id=1559212036Use 1559212036 in the SteamCMD download command.
Before adding CF to an existing world: CF’s author requires a server wipe before installation. Use a fresh test world for this example. If your saved world does not already use CF, plan the wipe and verify a recoverable backup before installing it there.
Step 2: Download with SteamCMD
Section titled “Step 2: Download with SteamCMD”For a self-managed server without a host installer, request the package through SteamCMD:
force_install_dir C:\DayZServerlogin YOUR_STEAM_LOGINworkshop_download_item 221100 1559212036quitReplace YOUR_STEAM_LOGIN with your account name and enter your password and Steam Guard code at the prompt. Keep credentials out of shared scripts. Bohemia’s Linux guide uses an authenticated Workshop download.
In this command, 221100 is the DayZ app ID and 1559212036 identifies CF. Check SteamCMD’s result, then locate steamapps/workshop/content/221100/1559212036/ before copying the download.
Step 3: Move the @ModName Folder
Section titled “Step 3: Move the @ModName Folder”Copy the package into the server root. Name the folder to match the launch settings, for example @CF or @DayZ-Expansion-Core. On Windows, the root is the folder containing DayZServer_x64.exe.
This excerpt shows a selection of CF package filenames. Copy the complete package, including the other PBOs and signatures omitted here; later releases can change these names.
DayZServer/├── DayZServer_x64.exe├── @CF/│ ├── Addons/│ │ ├── scripts.pbo│ │ ├── scripts.pbo.jacob_mango_v3.bisign│ │ └── ...│ └── Keys/│ └── Jacob_Mango_V3.bikey├── keys/└── serverDZ.cfgStep 4: Copy the .bikey File
Section titled “Step 4: Copy the .bikey File”Copy the author’s required public .bikey files for signed client content into the central keys/ directory. Check the package instructions; a server-only package may not have a client-signature key.
The .bikey is the public verification key. A .bisign beside a PBO holds that PBO’s signature. DayZ uses accepted keys to check client content, and can reject missing keys, damaged files or mismatched versions. See Bohemia mod structure.
Copy: @CF/Keys/Jacob_Mango_V3.bikey → keys/Jacob_Mango_V3.bikeyRepeat the key check for each signed client package you accept. Leave signature verification enabled.
Step 5: Update the -mod= Startup Parameter
Section titled “Step 5: Update the -mod= Startup Parameter”List normal mods under -mod=, using the installed folder paths separated by semicolons:
"-mod=@CF;@VPPAdminTools"On a self-managed server, change the batch file or service configuration that starts DayZServer_x64.exe. In VXPanel, use Mods for scope and load order. Adding another mod list in Advanced launch parameters can conflict with the one the panel manages.
Step 6: Restart and Verify
Section titled “Step 6: Restart and Verify”Restart during a maintenance window. Read the RPT and script logs in the configured profile directory, then join and use the feature you installed. Keep the exact error if either test fails.
For a content mod, check both an admin-spawned item and a natural loot spawn. An item appearing in an admin tool confirms that its class is loaded; it does not prove that the Central Economy can spawn it.
Find and edit a mod’s generated configuration
Section titled “Find and edit a mod’s generated configuration”If the author says the mod generates settings, let it complete its first startup with the required dependencies, then stop the server before editing those files. For example, VPPAdminTools creates its configuration on initial startup under VPPAdminTools/ in the active profiles directory. Expansion creates files for the modules you loaded; use its settings reference to locate them.
- Check the profiles path used by this service’s launch settings. On a self-managed server, read the actual
-profiles=argument. A folder namedprofileselsewhere on the machine may belong to another instance. - Find the path named by the mod author. It may be under server profiles, inside the active mission, in
serverDZ.cfg, or in the player’s own client files. If the author provides no editable settings, there’s no configuration file to generate. - With the service stopped, save a copy of the generated file. Keep version fields, identifiers and the existing structure. Change one setting, validate the complete JSON or XML where applicable, then upload it to that same active path.
- Restart and check the relevant feature with the required client files. Reconnect clients if the author’s instructions require it. If the edit fails, keep the new logs, stop the service and restore the saved configuration from the same mod version.
If an expected file never appears, check that the mod actually loaded, its dependencies compiled and the service can write to the intended directory. Read the first related startup error before creating empty files or copying an old tutorial’s configuration. Some settings appear only after a player joins or the feature initializes; follow that mod’s instructions. Keep the saved world intact while checking configuration paths.
Add Modded Items to the Loot Economy
Section titled “Add Modded Items to the Loot Economy”Installing a clothing or weapon mod loads its assets. If the author supplies economy files for natural loot spawns, register those files in the active mission too. Admin tools, scripted traders and other mods can use different setup paths; follow the package instructions.
Keep the Author’s Economy File Separate
Section titled “Keep the Author’s Economy File Separate”- Stop the server and download a copy of its active mission. Check the mission selected by the server configuration or launch settings; do not edit a spare mission folder.
- Keep an untouched backup, including the mod’s configuration and persistence. The VXPanel backup guide explains how to check backup inclusions.
- In your working mission copy, create a folder called
mod-economy. - Put the author’s complete types file in that folder. Give it a filename that identifies the package, such as
example-mod-types.xml. Preserve its<types>root and closing tag. - Read the supplied values and classname list before changing them. A disabled item can have
nominalset to0for a reason.
Keep the vanilla db/types.xml. Replacing it with a mod’s types file can remove the vanilla definitions your server still needs.
Register the File in cfgeconomycore.xml
Section titled “Register the File in cfgeconomycore.xml”Add this fragment inside the existing <economycore> element, before its closing tag:
<ce folder="mod-economy"> <file name="example-mod-types.xml" type="types" /></ce>Replace the example filename with the file you saved. The path is relative to the mission, so this entry points to mod-economy/example-mod-types.xml. Keep the existing classes, defaults and other registrations.
Bohemia’s mission-file modding reference documents this registration format. When the author also supplies spawnable types or events, use the documented spawnabletypes or events file type for those files. Do not register every XML file as types.
Validate both complete XML files, then upload the folder and edited cfgeconomycore.xml to the active mission while the server is stopped. Confirm filenames and case after transfer, including on Linux hosts.
Test the Mod and Its Natural Spawns
Section titled “Test the Mod and Its Natural Spawns”Start the server, check RPT and script logs, and join with the required client mods. If you have a configured admin tool, confirm one of the author’s classnames loads. Then check a location matching that item’s usage and tier settings, allowing the economy to process new spawn requests.
If the item exists in the admin tool but never appears as loot, check the registered path, classname, nominal, min, location filters and counted existing stock. The DayZ loot configuration guide separates those checks. A restart or an admin-spawned item won’t tell you whether natural loot spawning works. Keep the live persistence while diagnosing the problem.
For a visual walkthrough, VetGamer23 registers a separate types file at 4:54 in a tutorial published on 13 February 2026. Its hosting-panel screens differ from VXPanel; use the VXPanel Mods guide for our controls.
Manual Mod Installation via SFTP
Section titled “Manual Mod Installation via SFTP”Get a publisher-authorised, server-ready release for content outside Workshop and follow its folder and configuration instructions. A GitHub source archive may need packaging before DayZ can load it. Upload the release with SFTP or use local access or another supported transfer method.
Folder Structure
Section titled “Folder Structure”A signed mod package can contain:
@ModName/├── Addons/│ ├── modfile.pbo│ └── modfile.pbo.modname.bisign└── Keys/ └── modname.bikeyUpload the complete @ModName/ folder to the server root. For the signed client package in this example, copy the .bikey from @ModName/Keys/ to the central keys/ directory. Follow the publisher’s requirements for server-only packages.
When to Use Manual Installation
Section titled “When to Use Manual Installation”- Non-Workshop releases. Download a packaged GitHub release or use the author’s distribution method.
- Private community mods. Transfer the authorised build with its configuration.
- Rollback. Keep a permitted known-good package that matches the game version and required client files. Updated Workshop clients may reject an old server package. Check the author’s terms and test the rollback on an isolated copy.
Check whether other active mods use a key before removing it.
For a self-managed installation, set the author’s startup argument and restart when setup is complete.
In VXPanel, upload the files, then add an Advanced local binding on the Mods page. The binding points to the existing folder; uploading and validating its files remain separate steps. Set scope and load order before restarting.
Understanding -mod= vs -serverMod=
Section titled “Understanding -mod= vs -serverMod=”Use -mod= for the normal client-visible list. Use -serverMod= when the author supports running the package without client files. Some admin tools need files on both the client and server.
| Parameter | Who needs it | Player download required | Example mods |
|---|---|---|---|
-mod= |
Server + Client | Check the publisher’s instructions | @CF, @VPPAdminTools, @DayZ-Expansion-Core, @Trader, @Code_Lock |
-serverMod= |
Server only | None when the publisher supports this scope | Packages documented by the publisher as server-only |
The VPPAdminTools installation guide loads CF before VPPAdminTools in -mod=:
"-mod=@CF;@VPPAdminTools"Keep that dependency order and test after each change. If a feature fails, check configuration, permissions and versions along with loading scope and dependencies.
Troubleshooting Mod Conflicts
Section titled “Troubleshooting Mod Conflicts”After a failed start or crash, save the RPT and script logs with the package versions and last change. Use those details to narrow the cause.
Where to Find RPT Logs
Section titled “Where to Find RPT Logs”Check the profile path in your launch arguments. If it contains -profiles=C:\DayZ\Logs, look in that folder. Otherwise, confirm which server profile directory is active; Bohemia puts logs there by default. The working directory and service account can affect the files you find.
Use the RPT dated for the failed start or crash and keep the lines before the error as well as the error itself.
Check a missing or misnamed mod folder
Section titled “Check a missing or misnamed mod folder”If startup reports a missing mod path or the intended package isn’t loaded, compare the launch list with the files on the server. Bohemia’s startup-parameter reference defines -mod= and -serverMod= as folder lists separated by semicolons; a Workshop display title doesn’t establish the installed folder name.
- Read the arguments used for the failed run, checking the RPT and the batch file or service that actually started it. Confirm which server installation it uses; editing another shortcut won’t change this launch.
- Check every entry in both lists against its corresponding directory. With the server-root layout shown above,
@CFmust lead to the complete@CF/Addons/package. If you use an absolute path or nested mod directory, check that exact location instead. - Look for renamed folders, incomplete transfers and an extra extraction layer such as
@CF/@CF/Addons/. Match spaces and case, especially on Linux. Keep semicolons between entries and quote the whole argument when folder names contain spaces. - Correct the path or restore the missing complete package and its required dependencies, then restart and inspect the new log. Keep the author’s dependency order. Check a client join and the mod’s feature after the package loads.
In VXPanel, compare the intended package with Installed mods. For an uploaded package, check the advanced local binding against its actual folder. Keep the panel-managed list in Mods rather than adding a competing launch list. Don’t remove a missing package from a live world’s list just to clear the error; saved objects or other mods may depend on it.
Common Errors and Fixes
Section titled “Common Errors and Fixes”“Signature verification failed”
Find the rejected filename, then compare client and server versions, file integrity and accepted keys. Obtain matching PBO, .bisign and .bikey files from the author and retest. Keep signature verification enabled and check shared-key use before replacing a key.
“Mod not signed”
Check for signature files and the author’s accepted public key. A .bikey verifies signatures; it cannot sign an unsigned PBO. Get a signed release where client verification requires one.
“Access Violation” crash
This error reports a process crash without identifying its cause. Save the crash and script logs, build, mod versions and the action before the crash.
Test removals on an isolated, backed-up copy. Removing a content mod from the live world can affect saved objects. Keep dependencies intact, change one suspected package or setting, then repeat the activity. A short crash-free run gives you a lead to test further.
Server starts but a mod feature does not work
Work through the author’s setup, checking configuration, permissions, scope, dependencies and compatible versions. A load-order problem is one possible cause.
General Troubleshooting Steps
Section titled “General Troubleshooting Steps”- Save RPT and script-log lines around the failing action.
- Match package versions and keys, checking other active packages before removing a shared key.
- Load dependencies before their dependents in the author’s required order.
- Check compatibility guidance for the versions you installed.
- Reduce the mod set on an isolated copy, keeping dependencies and the original persistence intact.
Workshop Mod Installation in VXPanel
Section titled “Workshop Mod Installation in VXPanel”On our managed DayZ service, open the Workshop catalog from VXPanel’s Mods page. Search for the title or ID, then open the item to check that you have the right package.

An example CF installation in VXPanel. The catalog counts shown belong to this documentation image. Source.
For normal client content, select Install. Choose Server-side when the author supports that scope. Check required mods, wait for the package under Installed mods, then review load order before restarting. The panel guide allows one active install per server. Reopening the page during a job returns you to its status.
Check updates compares installed-copy timestamps with cached Steam timestamps. Update catalog refreshes Steam information. To install changed files, confirm Restore mods on startup under Advanced settings or ask support which update workflow your service uses.
After updating and refreshing the catalog, recheck status. For join failures, compare client/server versions, keys and scope with the author’s instructions. Read removal confirmations: removing a numeric Workshop binding deletes its Workshop folder, while removing a local binding leaves the files in place. Back up mod-owned data before either change. The panel mod guide explains these controls.
Test the mods, scripts, settings and player activity together when choosing capacity. The DayZ cost guide covers plans and the maintenance budget.
VYKIX DayZ hosting includes VxShield, combining upstream mitigation with our own filtering for game traffic. The StalkerZ case study follows the changes we made as the attack developed, and the DayZ DDoS docs explain the packet and query controls.
Choosing packages for your server
Section titled “Choosing packages for your server”Choose mods around the rules and features your players want. These are examples, with author links for requirements and release notes. Check each package against your game build and mod set. Start with the required packages, test them, then add more.
Essential Foundation
Section titled “Essential Foundation”| Mod | What it does | Dependency |
|---|---|---|
| Community Framework (CF) | Provides a shared framework for mods that require it. | Check its first-installation wipe requirement above |
Install CF when a chosen mod calls for it. The Expansion installation guide also lists Dabs Framework and explains which modules or bundle to use.
Dependent mods use CF’s shared RPC and persistence facilities. Their administrator roles and weapon-loot setup still need their own configuration. Retain the original CF package and required signing keys in the server and joining client’s chosen mod set. The author’s production source defines versioned mod storage. Follow the Workshop’s first-installation wipe requirement; a successful compile or startup won’t tell you whether a world created without CF can be recovered.
Trace a dependency error through its Workshop ID, loaded folder, server/client versions and dependent mod’s requirements before changing the package list. Rehearse a framework change with that dependent mod and a separate test save. If another installed package needs CF, retain it. Preserve the compatible packages with the stopped world backup.
For servers built around Expansion, DayZ Expansion hosting covers module choices, mission-file access and launch checks.
Use the Expansion installation procedure to choose modules and merge their mission files. For trading, continue with Expansion Market setup after the client join passes.
Check less common framework dependencies
Section titled “Check less common framework dependencies”Start with the feature’s original Workshop ID and read its requirements and loading scope. Add the frameworks it names, checking the publisher when titles resemble each other. The three references below cover different dependency checks.
sFramework
Section titled “sFramework”simonvic publishes sFramework, item 2614334381, for the sUDE modules. In the August 2026 source configuration, the base pack’s listed gameplay modules are disabled. To obtain the gunplay or visual behavior you chose, load its feature module alongside the framework.
A feature that uses sFramework’s client scripts needs the framework in the client’s package set. Read that feature author’s server requirements before choosing a server-only binding. Where the deployment requires both copies, match their versions and check the feature from a normal player account.
Use the module’s documented settings path. SGameConfig reads config.cpp, while SUserConfig refuses to load user configuration on a dedicated server. Don’t assume that putting one player’s preferences in server profiles sets them for everyone.
Universal API
Section titled “Universal API”DaemonForge’s Universal Api, item 2237983606, connects the game mod to a web service. The original listing requires CF, and the per-server instructions call for server and client installation. Complete the backend and database setup as part of the integration, after obtaining the Workshop package.
The server configuration loader reads UApi/UniversalApi.json under the active profiles directory. Prepare the author’s backend, then enter its HTTPS root URL and server-authentication value. Give each DayZ server a unique ServerID. Merge these partial fields into the generated configuration; further work is required to deploy the backend:
{ "ServerURL": "https://api.example.com/", "ServerID": "rehearsal-1", "ServerAuth": "REPLACE_WITH_BACKEND_SERVER_AUTH"}Leave the remaining generated fields intact. Use your backend’s values in place of the placeholders and store the authentication value in server-owned configuration. Author examples with comments need those comments removed to become strict JSON. Back up the web service’s separate config.json and database as well as this DayZ profiles file.
Check the backend release and required runtime before using its installer. The author’s Linux wiki still presents Debian 10 and MongoDB 4.4 commands, which need verification against the platform you intend to run. Arrange a supported host or process for the web service before offering the integration. Installing the game mod through the managed Mods page doesn’t confirm that you can run its backend.
An unauthenticated Windows-wiki status example returns Error: noauth; that response can show that a service answers, but it doesn’t test authenticated feature use. Exercise the required operation through its dependent mod and inspect both sets of logs. Test restart and recovery with the database included. A copy of the game files alone won’t tell you whether you can restore the API data store.
KGB.LIB
Section titled “KGB.LIB”Use KGB.BEST’s original KGB.LIB, item 3231386993, and its listed CF requirement. Check that publisher and ID when a temporary reupload uses the same title. Client and server components appear in the author’s function documentation, so determine scope from the dependent feature’s instructions before choosing a server-only binding.
The author also describes a player-kick mechanism that the server owner can choose to use. Before enabling it, inspect the installed release’s instructions and how the dependent mod uses the library. We didn’t verify its current default, configuration field or join behavior. Decide on that behavior as a separate configuration change.
Use a normal player on the rehearsal instance to exercise the chosen feature and check joining and kicks against the server’s rules. Retain the original package, accepted keys, profiles and compatible save for recovery. KGB.LIB installation remains untested here, and this reference supplies no undocumented activation setting.
Gameplay Mods
Section titled “Gameplay Mods”| Mod | What it does | Dependency |
|---|---|---|
| DayZ Expansion (Core + Modules) | Adds modules for vehicles, AI patrols, base building and other community features. | CF, Dabs Framework and the requirements of the selected modules |
| Trader | Adds trading and economy features. | Read the current publisher’s required-item list |
| Code Lock | Adds keypad locks to supported gates. | Read the current publisher’s requirements and licence |
| TraderPlus | Adds trading, banking and related economy features. | CF; read the author’s first-launch CarLock precautions before using an existing vehicle save |
For the original Dr_J0nes package, use Trader installation and configuration. Its profiles files and NPC markers are separate from Expansion Market’s configuration.
Building and Base Mods
Section titled “Building and Base Mods”For a complete deployment, use BaseBuildingPlus installation or Code Lock installation and permissions. Each includes its mission files, configuration and player checks.
| Mod | What it does | Dependency |
|---|---|---|
| BuilderItems | Exposes map objects for placement with an editor. | Required on client and server; the author warns against adding it alongside Expansion packages that include its assets |
| MuchStuffPack | Adds furniture, storage containers and decorative items. | MuchFramework; author support ended at DayZ 1.26. Compatibility with the current build is unverified |
| Base Building Plus | Expands the available construction options. | CF; include the author’s economy definitions to preserve placed objects |
Admin and Server Management
Section titled “Admin and Server Management”| Mod | What it does | Dependency |
|---|---|---|
| VPPAdminTools | Provides logging, teleport, player management and a map interface; load through -mod= after CF. |
CF |
| COT (Community Online Tools) | Provides player controls and administration tools such as object spawning. | CF |
Use the COT installation and permissions procedure for owner access, staff roles and normal-player checks. For decorative map edits, use BuilderItems deployment and the DayZ Editor Loader procedure.
Map Mods
Section titled “Map Mods”Namalsk Survival adds survival mechanics for Namalsk and supported cold terrains. The terrain is a separate package. Read the author’s terrain, dependency and licence instructions to get the complete set of files.
The Namalsk Island and Survival installation guide covers both packages, the supplied mission presets and the first map and survival-system checks.
PvE and roleplay servers can use different mod lists. Build the smallest set that supports your rules, testing a join and the main feature before adding the next package.
Settings and checks for individual mods
Section titled “Settings and checks for individual mods”Use the installation steps above, then complete the checks for your chosen package. These notes follow the original Workshop descriptions checked on 6 and 7 October 2026; we haven’t tested these eighteen packages in game. For Vehicle3PP’s camera settings, use the vehicle camera section. For item packs, see the loot guide’s MMIO economy update checks, MMG files and attachments, Tactical Flava file checks and Munghards package and classname checks. For the BMW E34, follow the vehicle event and parts checks.
WindstridesClothingPack
Section titled “WindstridesClothingPack”Windstride’s original clothing pack, item 1797720064, supplies a classname text file and Types.xml inside @WindstrideClothing. Keep the client and server packages matched, then add the supplied economy definitions to the active mission so the clothing can spawn naturally.
You can register the complete types file separately. If you follow the author’s example of merging it into db/types.xml, insert the individual <type> entries inside the existing <types> element. Don’t paste a second XML declaration or nested <types> root, and don’t replace the mission’s existing definitions. Check for duplicate classnames before saving.
Choose an item from the supplied classname list. Check that it loads, can be worn and appears naturally in an appropriate loot location. Keep those as separate results. Windstride restricts repacking, reuploading and monetization; review the linked terms before distributing a server pack.
Unknown Ghillie Mod
Section titled “Unknown Ghillie Mod”Use Unknown Ghillie Mod, item 2074403068, by Inkota and FutureSixx. Follow the package, client-matching and signing-key steps above. Check your belt-slot equipment before adding it: the author moves both its ghillies and vanilla ghillies to the belt slot so players can wear a backpack with them. Test that slot with your other clothing and inventory mods.
Choose the items you want to distribute, then match their exact classnames to the installed release. The author lists GhillieSuit_Black, GhillieBushrag_Black, GhillieTop_Black, GhillieHood_Black and GhillieAtt_Black, with White, Brown and Gold variants. The poncho list includes INK_CamoNetPoncho, Black_CamoNetPoncho, White_CamoNetPoncho and Brown_CamoNetPoncho. Confirm each chosen class before adding it to trader stock or registering its loot definitions. A classname list doesn’t supply spawn quantities, locations or a complete types file; obtain matching economy definitions where the release doesn’t include them.
On a test save, equip a ghillie and backpack, move items between their available slots, then reconnect and restart. Check a vanilla ghillie too because the slot change also affects it. Save the previous package set and world before changing equipped items.
The author describes crafting a poncho from a camo net and knife. Try that recipe as an ordinary player, then check the poncho while aiming through the scopes your players use. Comments report crafting and visibility problems, but we haven’t reproduced them. Keep those checks separate from whether a ghillie loads or spawns as loot. The original listing permits repacking and server monetization; read its current terms before distributing a modified package.
Advanced Weapon Scopes
Section titled “Advanced Weapon Scopes”Use Inkota’s Advanced Weapon Scopes, item 2143128974. Follow the general package, key and client-matching steps, then check the installed release for its classname and economy files. The Workshop’s community discussion threads aren’t a substitute for author-supplied files that match your release.
Keep your existing scope economy while establishing that AWS loads. The author’s recommendation to remove most vanilla scopes is a choice about your loot pool; installing the package doesn’t require copying that choice.
Test a scope with its intended mount and weapon, including attachment, aiming and removal. The author describes combining scope and mount, then holding the combined item and using the primary action to detach it. Test the combinations your players will use before changing loot or trader stock. A loaded classname alone doesn’t establish weapon compatibility. Check natural spawns separately if you add economy definitions.
ArmA 2 ACR Weapon Pack
Section titled “ArmA 2 ACR Weapon Pack”Use Inkota’s original ArmA 2 ACR Weapon Pack, item 2141780688. It is separate from the Remastered Arma Weapon Pack. Before installing, read the author’s usage restrictions and the linked ADPL-SA licence, including its noncommercial condition. Keep the original download; the author prohibits repacking and uploads under other accounts.
Follow the package, client-matching and signing-key steps above. Use classnames and economy definitions that match the installed release, then register the selected loot without replacing existing definitions. The description names weapons but does not provide a complete economy file or classname list. If those files are missing, request a matching copy from the author; don’t use display names as XML classnames.
Check magazine and attachment combinations before adding trader stock. The author’s A2 variant uses STANAG-compatible magazines, while the B2 uses its own 20-round magazine. Test loading, firing, reloading, sound and saved equipment after reconnecting and restarting. A displayed 17 April author reply reports a sound fix; older reports of missing sound do not prove that the installed release still has the same fault. Current package contents and gameplay remain untested here.
VanillaPlusPlusMap
Section titled “VanillaPlusPlusMap”VanillaPlusPlusMap, item 1623711988, requires CF. Load both on the server and joining clients, with CF first:
"-mod=@CF;@VanillaPlusPlusMap"Use your actual folder names and copy both packages’ required public keys. On an existing world without CF, follow CF’s first-installation wipe requirement before adding this dependency.
After the first start, look for VPPMapConfig.json directly in the active profiles directory. Save a copy before editing, retain the generated structure and validate the JSON. The author says saved changes apply while the server runs, but clients must relog to receive them. Check the active profile path if the file is missing or your changes don’t appear.
Join as a normal player. The default controls are M for the map and K for 3D markers. Check global markers, position visibility and the server’s 3D-marker restrictions against your intended rules, then relog and check again. This player map has its own configuration; VPPAdminTools permissions don’t configure it.
Ear-Plugs
Section titled “Ear-Plugs”Cooltrain’s Ear-Plugs, item 1819514788, uses @Ear-Plugs in the normal mod list. Its current instructions name CooltrainV3.bikey for the server’s keys/ folder. Use the key supplied with the matching release and include the package on joining clients.
The default keys are N to toggle, = to increase the muted volume and - to decrease it; players can rebind them. Check that the icon appears, volume changes and toggling off restores normal sound. If N does nothing, check the client’s key binding before changing server configuration.
The author still labels compatibility as DayZ 1.27, which doesn’t establish acceptance on a newer build. Expansion also has an earplug feature. If you run both, check their bindings and behavior together before asking players to use them. Review Cooltrain’s restrictions before repacking or charging for access to this mod.
Cl0ud’s Military Gear
Section titled “Cl0ud’s Military Gear”Use Cl0ud_live’s Military Gear, item 1630943713. The separate Military Gear Expansion package has its own items. Install matching client and server files, then choose which clothing and equipment should enter your loot pool. The author groups the economy entries by camouflage and advises against enabling all 16 sets at once.
The author’s All Types V10 and Types V10 only downloads contain <type> fragments, without a <types> root. For a separate economy file, wrap your chosen entries in one <types>...</types> element before registering it. When merging into db/types.xml, place the entries inside its existing root.
Choose one input: the 32 tent entries in Types V10 only already appear in All Types V10. Importing both creates duplicates. The complete list also includes MassHeavyPlateVest_ entries associated with Mass’sManyItemOverhaul. Keep only entries supported by your installed packages, check their spawn values and validate the finished XML.
Test a chosen outfit and its attachment slots, then check natural spawns separately. The listing was last updated on 13 December 2020; that date doesn’t establish current-build compatibility. The author permits Steam collections but prohibits reuploading the package.
BodyBags
Section titled “BodyBags”Use BodyBags by designful and dab, item 2819373632. After a player dies, it replaces the corpse with a bag containing their gear. Complete the package, key and client-matching steps above, then back up the active server configuration before adding these settings at the top level of serverDZ.cfg:
bodyBagPlayerCleanupTime = 180;bodyBagMaxLifetime = 86400;Both values use seconds. The first sets the delay before a corpse becomes a bag; the second caps the bag’s lifetime at 24 hours in this example. These are the author’s defaults. Contents affect the actual lifetime, so the cap doesn’t promise that every bag survives for 24 hours. Edit existing entries instead of adding a second copy, then restart and check the logs.
Check custom inventory slots before using this on your live world. The author supports dogtags by default but warns that other custom player slots won’t appear on the bag. Don’t assume that an omitted slot’s contents can be recovered. On a separate test save, use expendable gear to check death, bag creation, looting, nested clothing contents, relogging and a restart.
The November 2023 update removed the DF_Scripts requirement and added carrying bags in your hands. Test that action with contents too. The author’s restart-persistence claim remains unverified here on the current DayZ build. Keep the original Workshop package; its terms prohibit repacking.
No Glove Or Shoe Damage
Section titled “No Glove Or Shoe Damage”MadDirtMonkey’s No Glove Or Shoe Damage, item 1868236039, targets glove wear and hand bleeding from sliding down ladders, plus footwear wear and bleeding from walking barefoot. The author’s stated test version is DayZ 1.15. Check those actions on your intended build before changing the live mod set; the name doesn’t establish protection from bullets, falls or every other damage source.
Follow the package and client-matching steps above. Copy the supplied MadDirtMonkey.bikey to the server’s keys/ folder and place @No Glove Or Shoe Damage last in your existing normal mod list, as the author requires. Quote the complete -mod= argument because the folder name contains spaces. Keep your other mods in that same argument; don’t replace the list with this one entry.
On a separate test save, compare glove condition after sliding down a ladder, shoe condition after walking, and bleeding when performing those actions barehanded or barefoot. Repeat with your other damage and movement mods enabled, since they can override the same behavior. Keep the previous mod list and packages so you can restore them if the result differs. The author permits server use; the description does not grant repacking permission.
Inventory Move Sounds
Section titled “Inventory Move Sounds”Inventory Move Sounds, item 2444247391, by Niphoria and dab adds sounds when items move in a player’s inventory. It needs to run on the player’s client. Putting it only in -serverMod= won’t provide those sounds: the author’s inventory handler skips playback on a multiplayer server.
Use the original signed Workshop package and load it in the client’s mod set. Check the supplied public key against the server’s accepted keys before joining; keep signature verification enabled. If you distribute a required mod list, include the same Workshop item there. Don’t repack it into your own download.
Move several item types between clothing, hands and cargo, then repeat with your other inventory mods loaded. If sound is missing or doubled, compare the client’s loaded packages and script log before editing server profiles. The listing was last updated in January 2022; current-build compatibility remains untested here.
Munghard’s GoreZ, item 1648967877, adds blood effects for players and infected. Install it on both the server and joining clients, put its supplied public .bikey in the server’s keys/ directory and use the normal -mod= list with your actual folder name.
Don’t load a separate @BleedTrail alongside GoreZ. GoreZ includes that feature, and its current description explicitly warns against combining them. Check the whole startup list before the first restart. Keep the original package; repacking is prohibited.
On a rehearsal save, check hit effects, bleeding and bandaging, then inspect the client and server logs. Compare frame rate and server behavior with the same activity before and after adding the mod. A successful join doesn’t establish its effect on a busy server.
The latest listed release is from June 2020. Earlier notes removed bullet holes and flies on player bodies, so don’t use those effects as installation checks. We haven’t verified GoreZ on the current DayZ build.
Survivor Animations
Section titled “Survivor Animations”Use the original Survivor Animations, item 2918418331, maintained by Hunterz and the credited animation team. Its description lists no other dependencies and places @SurvivorAnims in the normal mod list. Match that name to your installed folder, include the package on joining clients and copy its supplied public key to the server’s keys/ directory.
Check for another animation replacement before enabling it. The author warns that combining mods which replace animations can crash the game or produce unexpected behavior. A vehicle mod built to use Survivor Animations is different from a competing animation replacement; check that vehicle author’s requirements and load order.
On the rehearsal server, join as a normal player and try the relevant emotes or actions. For a dependent vehicle, test entering, each supported seat, movement and exiting. Repeat with another player observing so you can compare what both clients see. Save client and server logs if a pose sticks or an action fails.
The July update notes describe preparations for rifle shooting from horses and vehicles. That isn’t confirmation that every vehicle supports the action. Keep the original Workshop package and don’t repack it.
Custom animations
Section titled “Custom animations”Use the original Custom animations, item 2545980712, whose description credits Gelik. It adds poses to the character’s pose wheel. Choose one animation mod for the initial test: the author warns that combining this package with other animation mods can crash the game. Check the complete client and server lists before enabling it alongside Survivor Animations or another replacement.
Install matching packages on the server and joining clients using the normal mod setup above. Keep signature checks enabled and use the release’s supplied public keys. Open the pose wheel as an ordinary player, try the added poses and return to normal movement. Have another player watch so you can compare both clients. Save the logs if a pose sticks or an action fails.
The author lists the guitar as CA_Guitar. If you want it as loot, confirm that class in the installed release and use matching economy definitions; its name alone doesn’t configure a natural spawn. Keep the previous packages and settings for recovery. Share the original item through a Workshop collection; the author forbids repacks, reuploads and inclusion in server packs.
Mortys Weapons
Section titled “Mortys Weapons”Use the original Mortys Weapons, item 2155726353, listed under Morty and RaG Tyson. Install matching server and client packages with the supplied signing key, then use the types and spawnable-types files included in that release. Register them in the active mission using the economy steps above. Keep your existing vanilla definitions and inspect duplicate classnames before importing the weapon pack.
If you also run Expansion, Morty’s instructions recommend "DisableMagicCrosshair": 0 for aiming. Back up Expansion’s active general settings before changing that field. The Expansion reference explains that 0 uses vanilla hip-fire aiming, while 1 uses barrel-direction aiming for its laser sight. Test both Mortys weapons and the Expansion equipment your players use after changing this shared setting.
Check a chosen weapon’s magazine, ammunition and attachments in game. The author deliberately uses some combinations that differ from their real-world counterparts, so select items from the package’s classnames and supported slots. Before dismantling a VultAR, remove its optics, magazine and other fitted parts, as the author requires.
Test natural spawns separately from admin spawning. Then check firing, reloading and saved equipment after relogging and a restart. The April 2026 release notes include sound changes for DayZ 1.29; they don’t establish compatibility with every other weapon or animation mod. Keep the original Workshop package and respect its no-repacking restriction.
Dogtags
Section titled “Dogtags”Wardog’s Dogtags, item 2303554682, requires CF. Install matching client and server packages using the steps above, with CF loaded first. If the world doesn’t already use CF, follow its first-installation requirement before adding it.
Dogtags works without a custom init.c override. To change collection rules, back up serverDZ.cfg and define each setting once, at the top level. This example allows collection from players whose deceased character lived for more than ten minutes, while leaving AI collection disabled:
dogtagsPlaytimeRequired = 600;dogtagsCanTakeFromAI = 0;For dogtagsPlaytimeRequired, 0 permits collection from fresh deaths and -1 prevents collection. Setting dogtagsCanTakeFromAI to 1 permits taking tags already worn by dead AI. Edit an existing setting instead of appending another copy. When using GraveCross, Expansion or TransferItemsToCrateWhenDying, load Dogtags after those packages, as Wardog specifies. Keep the original Workshop package; repacking is prohibited.
Check custom integrations against the June 2024 breaking change: overrides of Dogtag_Base::RPC_DogtagData and Dogtag_Base::OnRPCRead need the updated method signatures. The May release also removed its old Dr Jones Trader integration. Don’t add an old override to fix a trading problem before checking the versions on both sides.
On a separate test save, check a new character and an existing character logging in. Then test collection on each side of your chosen time threshold and through any corpse-container or trader integration you use. Verify the collected tag after relogging and a restart. Keep the prior packages, profiles, mission and persistence together so a failed update can be recovered.
Mag Obfuscation
Section titled “Mag Obfuscation”Mag Obfuscation, item 2449234595, by dab and Niphoria, changes the ammunition display on the client. Use the normal client mod setup above and keep the publisher’s signing key accepted on the server. Loading it only through -serverMod= won’t change a player’s HUD.
The author describes a magazine bar and these chamber indicators: [+] for chambered, [-] for empty and [x] for jammed or blocked. Check the HUD, inventory icon and inspection panel with the weapons your server uses. Try loading and removing a magazine, chambering a round and clearing a jam; include a revolver as a separate case.
The public source contains exceptions for ammunition display, including cartridges and the Magnum. It also overrides shared inventory and HUD methods. If another UI mod changes those methods, compare their behavior on a test copy before choosing the combined mod set. Hiding a number isn’t proof that every ammunition count is hidden.
That source revision is dated 6 April 2021, before the 10 April Workshop fix for client crashes and weapon-action log spam. Install the published package and check current client logs; don’t rebuild the older source as a troubleshooting shortcut. Keep the previous mod list and matching files so you can restore the earlier display if the test fails.
Replace SchanaModParty with Carim
Section titled “Replace SchanaModParty with Carim”SchanaModParty, item 2075831381, is deprecated. Its author directs users to Carim, item 3468061029, which combines parties with chat, a map and other features. Check the installed list first: the old Workshop item now lists Carim as a requirement, so your server may already load it. Save the existing packages and settings before changing that list, and check other mods that depend on the old item.
Install matching Carim files on the server and clients using the steps above. Follow the Carim configuration procedure to enable the active mission’s cfggameplay.json and merge CarimData without replacing existing gameplay settings. That linked example enables only chat. For parties, set CarimPartyData.enabled to true inside the same CarimData object, then choose which other modules to retain. All six modules default to enabled; an omitted module is not disabled.
Use two ordinary player accounts for the first check. The author’s party instructions use P to open the menu. Each player adds the other before their party nametags appear. T places a tactical ping, Y clears pings and K toggles markers and nametags. Check the actual bindings if another mod uses those keys. The separate CarimNametagData settings control nametag zones; enabling those zones is not a prerequisite for mutually added party members.
Remove one player from the party and check that position sharing stops, then add them again and repeat after reconnecting and restarting. The registration source permits configured admins to bypass the mutual-add requirement, which is why an admin account alone cannot check the normal player rules. Leave adminIds empty unless you intend to grant that exception. The client saves its party registrations, so include the clients’ saved state when checking recovery; a server-only backup does not establish that players can recover their lists.
If migration fails, restore the saved configuration and compatible package set on the test copy. We haven’t verified that old Schana party lists transfer to Carim, so don’t promise players that their existing groups will carry over.
InventoryPlusPlus: check usable cargo space
Section titled “InventoryPlusPlus: check usable cargo space”Install ChawDinky’s original InventoryPlusPlus, item 1663971788, on both the server and joining clients. Load it through -mod= using your actual folder name, such as @InventoryPlusPlus. The author places it after the other mods. Copy InventoryPlusPlus.bikey from the package’s Keys folder into the server’s keys/ directory. Keep signature verification enabled.
Cargo capacity and item size are separate settings. The description still mentions reduced item sizes, but the 19 September 2024 update removed those changes. Don’t expect this package alone to make items occupy fewer squares. Likewise, its old capacity table doesn’t match later changes: the 19 October notes set the Courier Bag to 80 slots, the Improvised Backpack to 60 and the Alice Bag to 250. Check the actual container you plan to use instead of assuming every capacity is doubled.
Compare your other inventory mods before changing load order. The 2021 notes removed MVS support, superseding the earlier entry that added it. Loading InventoryPlusPlus later doesn’t establish compatibility with every current clothing or storage pack.
Use expendable items on a test save to check the extra cargo space. Place items in the last rows, move them into another container, reconnect and restart. Check the contents as well as the visible grid. Before removing the mod or reverting to smaller capacities, empty the extra space and preserve a matching save and package backup; don’t rely on items surviving a capacity reduction.
The listed 2024 release targets DayZ 1.26. Current-build compatibility remains untested here. Keep the original Workshop package and use a collection to share the mod list; the author prohibits repacking.
Common Questions
Section titled “Common Questions”How do I add mods to my DayZ server?
Section titled “How do I add mods to my DayZ server?”With a manual install, copy the author’s files, keys and dependencies, then use their startup settings. In VXPanel, install through the Workshop catalog and check requirements, scope and order before restarting. Choose Server-side for packages whose authors support server-only loading.
What is the -mod= parameter in DayZ?
Section titled “What is the -mod= parameter in DayZ?”The -mod= argument selects the normal mod list. Use the installed folder paths, separate them with semicolons and quote the argument, for example "-mod=@CF;@VPPAdminTools". Load dependencies in the order the author specifies.
Why do I get “signature verification failed” in DayZ?
Section titled “Why do I get “signature verification failed” in DayZ?”Check the rejected filename against the client/server versions, signed PBO files and accepted keys. Get matching, intact files from the publisher and try again. Leave signature checks enabled and keep keys that other active mods need.
What is the difference between -mod= and -serverMod= in DayZ?
Section titled “What is the difference between -mod= and -serverMod= in DayZ?”Use -mod= for normal client-visible mods and -serverMod= for packages the author supports as server-only. Admin tools may need client files too; VPP’s guide puts CF and VPPAdminTools in -mod=.
What mods does my DayZ server need?
Section titled “What mods does my DayZ server need?”Install the packages required for the features you want, including their dependencies. Expansion’s installation guide lists CF and Dabs Framework; VPPAdminTools lists CF. Check each author’s supported versions and setup before adding a package.
Can I install DayZ mods without Steam Workshop?
Section titled “Can I install DayZ mods without Steam Workshop?”Yes. Get an authorised, server-ready release and follow its licence and installation instructions for folders, dependencies, keys and startup. A source archive may need packaging. Transfer the release over SFTP or another supported method, then test with the required client files.
Run Your Modded DayZ Server on VYKIX
Section titled “Run Your Modded DayZ Server on VYKIX”Before moving your community, test the configuration you intend to run. Check joins and dependencies, then spend time in the areas that will be busiest.
VYKIX modded DayZ hosting includes game-file and configuration access, Workshop installs in VXPanel and VxShield protection. There is no added slot fee when you set the player cap; the plan’s fair-use resource limits still apply. Choose your DayZ plan.
For a first launch, follow the DayZ setup guide. For cooperative rules, compare DayZ PvE hosting and work through the damage and zone tests in the PvE setup guide.
To tune the world after installation, use the zombie spawn guide and loot configuration guide. Test one change before adding the next.
Moving an existing server? Ask about migration help and seven extra days on an eligible paid plan. We agree the files and timing before starting the best-effort transfer.
Choose modded DayZ hosting | Ask VYKIX on Discord
Source and verification scope
Section titled “Source and verification scope”This guide used AI-assisted research and drafting. On 3 October 2026, we reviewed CF’s original listing, September production source and read-only cached-script checks. We also inspected the original descriptions and change notes for sFramework, Universal API and KGB.LIB, plus the author sources named above. Those sources show the behavior we inspected; we haven’t verified that current Workshop binaries match them. Follow CF’s first-installation wipe requirement. We did not test player joins, feature use, backend deployment or saved-world recovery, change installed game files or start a game process.
On 6 October, we added the four package-specific sections from their original Workshop descriptions. Their configuration and feature checks remain instructions for your rehearsal server, not tests we performed. Existing runtime evidence for CF doesn’t validate these additional packages.
The Cl0ud’s Military Gear and BodyBags sections were also reviewed on 6 October. We parsed both linked Cl0ud economy fragments and checked their overlapping classnames; we didn’t validate every item against an installed game. BodyBags settings and limits come from its original description and change notes. Neither package received a gameplay or recovery test.
Inventory Move Sounds and GoreZ were reviewed on the same date. We read their original descriptions, Inventory Move Sounds’ pinned script configuration and playback handler, and the latest ten GoreZ change notes. We didn’t read GoreZ’s remaining historical entries or compare either Workshop binary with source. Client sound, effects, conflicts and performance still need a game test.
For Survivor Animations, we read the original description and the latest ten of 57 listed change notes on 6 October. We haven’t tested animation conflicts, multiplayer playback or dependent vehicles on the current build.
For Mortys Weapons, the review covers its original description, latest ten change entries and Expansion’s documented aiming setting. We haven’t inspected Mortys’ current packaged economy files or verified weapon behavior, natural spawns or saved equipment in game.
For Dogtags, we read the original description and all four listed change entries on 6 October. The current packaged examples, dependent overrides and Workshop binaries haven’t been inspected. Collection, trader behavior and restart recovery remain untested here.
For Mag Obfuscation, we read the original description, all three change entries and five source files at the linked revision on 6 October. That source predates the latest Workshop fix. Current binary matching, HUD combinations and weapon-action behavior remain untested.
For SchanaModParty, we read its original description and latest ten of 29 change entries on 6 October. The replacement instructions use Carim’s README, installation guide, gameplay configuration and four party source files at revision 1e2409fa76be030f0d146fffc2f32d34a9c710d1. Matching the current Workshop package to that source, list migration, party removal, client persistence and recovery remain untested.
For InventoryPlusPlus, we read the original description and all fifteen change entries on 7 October. The later notes take precedence over its older capacity table and item-size claims. We haven’t inspected the current binary or tested cargo access, conflicts, saved contents or rollback.
For ArmA 2 ACR Weapon Pack and Custom animations, we read cached original descriptions on 7 October. The ACR review also covers eight historical change entries and displayed author replies; the change-note cache predates the later sound-fix reply. Custom animations’ change-note body was not available in the search results. Neither current package, gameplay nor recovery was tested.
For Unknown Ghillie Mod, we read the cached original description, classname list and displayed comments on 7 October. Localized copies include the White and Brown poncho classes missing from the older English cache. The listing shows a February 2021 update; we haven’t inspected its seventeen change notes or current package. Crafting, equipment slots, aiming, loot spawns and recovery remain untested.
For No Glove Or Shoe Damage, we read the cached original description and displayed comments on 7 October. Its author confirms testing on DayZ 1.15; current gameplay, conflicts and recovery remain untested here.
The general path and configuration procedures added on 8 October use Bohemia’s launch-parameter reference, VPP’s first-start instructions and the linked module guides. We did not reproduce a missing-folder startup failure or run a new game/configuration test. The documented checks are for your test instance. The owner confirmed on 8 October that VXPanel updates the game and mods automatically, restarts the server and lets customers delay an update. Installing through the panel also copies the mod’s key automatically; manual file transfers still need the signing-key checks described above.