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How to Add Mods to an Arma 3 Server

A practical Arma 3 server mod guide covering Workshop and SteamCMD downloads, @ folder naming, .bikey installation, -mod versus -serverMod, client matching, signature settings, and troubleshooting.
Length9 min Posted Quest giverVGSources Team
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To add a mod to an Arma 3 server, download it to the machine that runs the server, place it in a correctly named @ModName folder, copy its .bikey file into the server’s root keys folder, and add the folder to the startup command with -mod= or -serverMod=. Every connecting player must load a compatible set of the required mods.

How the Arma 3 server mod system fits together

A working installation has three separate parts: the mod files, the server’s signature keys, and the startup parameters. A missing part produces a different failure. The server can have the PBO files but still reject players when the key is absent; it can have valid keys but never load a mod that is missing from the launch line; and it can load everything correctly while refusing a player whose client has a different required set.

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  • Mod files: the downloaded content in a folder whose name begins with @.
  • Signature key: the mod’s .bikey copied to the server’s root keys directory.
  • Launch parameter: -mod= for content players must load, or -serverMod= for server-only content.
  • Client setup: each player loads the same required mod set and compatible files.

Use the server’s actual installation directory as the reference point. The keys folder belongs at the server root, not inside an individual mod directory.

Choose a way to obtain the mod

Steam Workshop on the server machine

Downloading through Steam Workshop is convenient when the server machine has Steam and an account that owns Arma 3. Steam stores Workshop content in a hidden directory inside the game installation. A typical Windows location is SteamsteamappscommonArma 3!Workshop. Workshop mod folders normally already begin with @, but verify the name before using it in the launch command.

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SteamCMD

SteamCMD is useful for a dedicated server that does not use the normal Steam client. Workshop downloads initially appear under a path like steamappsworkshopcontent<appid><modworkshopid>. Move or copy each completed mod directory into the server root, then apply the naming and key steps below. Keep the downloaded directory intact while transferring it; do not copy only selected files unless the mod’s own instructions explicitly require that.

Manual upload

You can upload a mod archive or folder from another computer. Extract it on the server, check that the resulting directory contains the mod’s files, and continue with the same folder-name, key, and startup configuration procedure. Manual transfer is often the practical choice when the server host does not provide Steam access.

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Prepare the mod folder

  1. Find the extracted directory. Do not point the server at an archive file. Use the completed folder containing the mod’s files.
  2. Give it an @ name. For example, @MyMod or @My_Mod. Avoid spaces; use underscores instead.
  3. Keep the name stable. The name used after -mod= or -serverMod= must match the directory name exactly.
  4. Check capitalization. Linux file systems are case-sensitive, so @MyMod, @mymod, and @MYMOD are different paths.

The server and client do not have to use identical folder names. What must match is the actual mod content, including the PBO files and the signatures used to validate them. Using the same @ name on every machine is still the safest way to avoid path and preset mistakes.

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Install every mod’s signature key

For each mod, locate its .bikey file and copy it into the server’s root keys folder. A key left inside the mod directory is not sufficient for the server’s signature check. If the key is missing, the server may reject the mod, and a client can be kicked with an error such as “signature not found.”

Key installation checklist

  • Install one key for every mod that supplies one.
  • Place the files directly in the server root’s keys directory, rather than in a nested mod folder.
  • Preserve the original key filename and capitalization.
  • On Linux, verify that the key and the corresponding mod files use the exact case expected by the package.
  • When updating a mod, check whether its key changed and replace the old key when appropriate.

Do not assume that a mod is installed correctly merely because its folder is visible. The key is a separate server-side requirement.

Decide between -mod= and -serverMod=

Parameter Use it for What players need
-mod= Mods whose content players must load, such as gameplay, vehicles, clothing, or other player-visible additions. Players need a matching, compatible copy enabled in their launcher.
-serverMod= Server-only tools, configuration components, or other content that should not be loaded by players. Players normally do not add a server-only mod to their client list.

Some packages perform both roles. If the mod’s documentation does not make the distinction clear, begin with -mod=; if it fails as a player-facing dependency but provides server-side functionality, test it in -serverMod=. Do not list a folder twice in the same parameter.

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Add the mod to the startup command

Place the parameter in the command used to start the dedicated server. Separate multiple folder names with semicolons. The value after each parameter is the directory name, including its leading @.

Example with player-required mods

arma3server_x64.exe -port=2302 -config=server.cfg -mod=@MyMod;@Another_Mod

Example with a player mod and a server-only mod

arma3server_x64.exe -port=2302 -config=server.cfg -mod=@MyMod -serverMod=@ServerTools

On Linux, the executable name and path differ, but the parameter syntax is the same:

./arma3server_x64 -port=2302 -config=server.cfg -mod=@MyMod;@Another_Mod -serverMod=@ServerTools

These examples assume the @ directories sit in the server root. If you deliberately use another path, supply the path format required by your launcher or hosting panel. Add a mod only after its files have been downloaded, its folder has been normalized, and its key has been copied.

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Ordering and duplicates

Keep each mod in the appropriate list once. A semicolon joins entries in one list; it does not replace the leading @ on the next entry. If a package genuinely requires both client and server loading, place it in both parameters only when its instructions call for that arrangement.

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Review signature settings in server.cfg

Signature enforcement changes how the server treats unsigned or mismatched files. A guide dated 2026 recommends verifySignatures = 2 for public play. A separate community answer mentions allowedFilePatching = 0. These are community-reported settings rather than a confirmed current official standard, so check the current Arma 3 server documentation for the version you operate before changing production settings.

When troubleshooting, record the values currently in server.cfg before editing them. Turning signature checks off can hide a missing-key problem rather than solve it, and a setting that is suitable for a private test server may be inappropriate for a public server.

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Make the client mod set match

A player can connect only when the server’s required mod set and the player’s loaded set are compatible. Have players enable every folder listed under -mod=, using files that correspond to the server’s PBO content. Server-only entries under -serverMod= are not normally added to the player’s launch list.

Practical client verification

  1. Give players the exact mod list and the version or download source used by the server.
  2. Have them create or load one preset containing the required entries. The community method cited for this is an A3R preset.
  3. Start the Arma 3 Launcher with that preset active.
  4. Open the launcher’s server list and locate the server.
  5. Connect while watching for a missing-mod, signature, or version message.

If one player can join and another cannot, compare their enabled presets and the actual mod files before changing the server command. A client can have a folder with the right name but still possess different PBO content.

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Self-managed server versus a managed mod panel

There are two common administration models. A self-managed installation gives you direct access to the server root, the keys directory, and the startup script. A managed game host may provide a mod-manager panel that downloads packages and edits launch parameters for you. The trade-off is control versus convenience.

Consideration Self-managed with SteamCMD Managed hosting panel
File-path control Direct control over Workshop paths, the server root, folder names, and keys. Depends on the panel; some paths and key locations may be abstracted.
Setup time More manual work: download, move, rename, key, and edit the launch command. Usually faster when the panel has a mod installer and parameter editor.
Steam requirement SteamCMD is the download mechanism; Workshop access and account requirements depend on the method used. The host may handle downloads through its own tools, subject to its policies.
Mod tools You maintain scripts and updates yourself. The provider may offer a preset editor, update button, or file manager.

Choose self-management when you need predictable paths, custom automation, or direct key control. Choose a panel when reducing setup work matters more than having unrestricted access to every file. In either model, confirm where the panel places .bikey files and how it writes -mod= and -serverMod= values.

Troubleshoot mods that do not load

The server starts, but the mod has no effect

  • Confirm the folder is in the server root or the path expected by the launcher.
  • Check that the startup command names the folder exactly, including the @ prefix and capitalization.
  • Verify that the parameter is in the command actually used by the service or panel, not only in an unused script.
  • Ensure the entry was added after the download completed and was not removed by a panel’s save operation.

Players receive “signature not found” or are kicked

  • Copy the mod’s .bikey into the server root keys folder.
  • Remove accidental nested copies from your mental checklist: a key inside @ModName alone does not satisfy the server.
  • Check capitalization on Linux.
  • Make sure the player’s files correspond to the server’s PBO content and that an update did not leave an old key or old mod files in place.

The launcher says a required mod is missing

  • Compare the client preset with every entry under -mod=.
  • Check for spaces, misspellings, and a different folder name.
  • Remember that a server-only entry under -serverMod= is not a substitute for a client-required entry.

Only one of several mods works

  • Inspect the semicolon separators in the parameter value.
  • Confirm each directory exists at the same level and each name appears only once.
  • Test the mods one at a time, adding the next only after the previous one loads.
  • Install and verify the key for each package separately so one missing key does not obscure the others.

A managed panel keeps reverting the command

Save the mod list through the panel’s own editor, then inspect the generated startup line. If the panel has separate fields for client mods and server mods, put each entry in the matching field rather than appending a second command manually. Confirm where it stores keys and use the panel’s file manager or support instructions to place them in the server root keys directory.

A repeatable update routine

  1. Stop the server before replacing mod files.
  2. Download the new package through Workshop, SteamCMD, or manual upload.
  3. Check its folder name and preserve the no-space @ convention.
  4. Replace or merge the server copy according to the mod’s own update instructions.
  5. Copy the current .bikey into the root keys folder.
  6. Review both startup parameters for renamed or removed folders.
  7. Start the server and test with a client using the corresponding preset.

Keep a written list of the folder name, parameter type, download source, and key filename for each package. That small inventory makes it easier to identify which component changed when an update causes a connection failure.

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Final pre-launch checklist

  • Every required mod has been downloaded to the server machine.
  • Every directory begins with @, contains no spaces, and matches the startup spelling.
  • Every supplied .bikey is directly inside the server root keys folder.
  • Player-facing packages are under -mod=.
  • Server-only packages are under -serverMod=.
  • Multiple entries are separated with semicolons and are not duplicated.
  • Linux paths, key names, and mod names use the correct capitalization.
  • server.cfg signature settings have been reviewed for the server’s intended audience.
  • At least one client has tested the exact preset used for public players.

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