The Tool Desk
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What DayZ mod keys do
DayZ uses signed PBO files to verify that the content a client loads is trusted by the server. A mod author signs a PBO with a private signing key. The matching public key is distributed as a .bikey file, and the server reads trusted public keys from its own keys/ directory.
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A free scan shows the junk files, broken settings and background clutter dragging Windows down - then fixes them in one click.Free scan · Windows 10 & 11The Bohemia Interactive Community’s DayZ: Modding Structure documentation describes the Keys folder as containing the “public .bikey used to sign the .pbo files (required for client-server signature verification).” In practical terms, the server does not trust a mod merely because its folder exists or because the mod appears in a startup command. The corresponding public key must be available in the server root’s trusted-key directory.
.bikey: the public key that a server administrator installs..biprivatekey: the private signing key retained by the mod author. Do not copy it to a production server or distribute it to players..bisign: signature files stored with signed PBO files. The server checks these signatures against the appropriate public key.
Some mods include more than one public key. Treat every .bikey file shipped in the mod’s key directory as required unless the mod author explicitly documents otherwise.
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Before you begin: access and file layout
You need access to the dedicated server’s installation files and its startup configuration. A game-panel file manager, FTP account, or direct access to the machine can work, provided it lets you write to the server root and edit the launch parameters. You also need the same mod build that your players will load.
A normal mod package has an addons/ directory containing PBO files and a Keys/ or lowercase keys/ directory containing public keys. Windows installations commonly use a path similar to:
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DayZServer@YourModaddons
DayZServer@YourModKeys
DayZServerkeys
The first two paths belong to the mod package. The last path is the dedicated server’s trusted-key directory. The key files must end up in that last directory, alongside any existing vanilla key such as dayz.bikey when present.
Install a mod and copy its keys
Follow this sequence for each mod that requires signature verification. Do not alter files while the server process is running.
- Download or install the mod. Obtain the server-compatible copy through the distribution method used by your installation. Confirm that the extracted folder contains the mod’s PBO files and look for a
Keys/orkeys/directory. - Stop the DayZ server. Use the panel’s Stop control or stop the service/process on the host. This prevents the server from using PBOs while you replace keys and avoids a restart overwriting or locking files.
- Open the mod’s key directory. List every file whose name ends in
.bikey. Do not assume the first key is the only one; a single mod can ship multiple public keys for different signed components. - Copy all public keys. Copy the complete set of
.bikeyfiles intoDayZServer/keys/. On Windows, that is normally thekeysfolder directly under the dedicated server installation, not a folder nested inside@YourMod. - Check the destination. Verify that the files are present in the server root and that their names and extensions were not changed during upload. A file named
something.bikey.txtis not a valid key. - Place the mod files where the server expects them. Keep the mod directory available to the server and make sure its PBOs remain paired with their
.bisignfiles. Copying keys alone does not install or load the mod. - Configure the startup parameter. Add the mod to
-modif clients must load it. Use-serverModfor a server-only mod that clients do not load. Select the server configuration with-configas required by your existing launch setup. - Start the server and test with a matching client. Restart after the file and command-line changes. Connect using the same signed mod content and watch the server log for signature or modified-data errors.
Copying a key into the mod’s own directory is not enough. Signature verification checks the dedicated server’s trusted-key directory, so the authoritative destination is the server root’s keys/ folder.
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Choose the correct startup parameter
Use -mod when clients need the mod
Use -mod for gameplay, content, or other mods that clients must load to join. Every connecting player must have the same mod content and a compatible version. The key allows the server to verify the signed files; it does not download the mod or make an incompatible client match automatically.
Keep the mod’s directory name and the startup entry consistent with your host’s launch syntax. If a control panel has a separate “client-visible mods” field, it normally maps to the same -mod concept; check the panel’s generated command rather than adding a second, conflicting entry.
Use -serverMod for server-only components
Use -serverMod when the component runs only on the server and clients should not load it. Misclassifying a client-required mod as server-only can leave players missing content, while putting a server-only component in -mod can make clients attempt to load files they do not need.
The key installation is still handled in the same way: any signed PBOs that the server loads need their corresponding public keys in DayZServer/keys/. Startup classification and key trust solve different problems.
Keep the configuration parameter separate
-config selects the server configuration file. It does not replace -mod, -serverMod, or key installation. When troubleshooting, inspect the complete launch command and confirm that the server is starting with the configuration file you edited, rather than an old file selected by a panel or service wrapper.
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Enable strict signature verification
The DayZ-Modding-Wiki access-control guidance states: “Always use verifySignatures = 2 on production servers.” This setting keeps the server enforcing signatures instead of allowing untrusted or unsigned client content through a permissive policy.
With verification enabled, the server compares each client-loaded mod’s signatures with public keys available in its keys/ directory. If the matching key is absent, the server can reject the player even when the mod folder and startup parameter look correct. Strict verification is therefore both an access-control measure and a diagnostic aid: a rejection usually points to a mismatch that needs to be corrected rather than bypassed.
Do not weaken verification merely to make an error disappear on a production server. A permissive setting may reduce immediate connection failures, but it also removes enforcement that protects the server from unsigned or untrusted content. Fix the key, mod version, or launch configuration instead.
Why “Signature check failed” or “Modified data” appears
These messages indicate that the server could not validate the content presented by the client. Work through the checks below in order, changing one variable at a time.
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Return to the exact mod version currently installed on the server. Open its Keys/ or keys/ directory and compare the complete list of .bikey files with the files in DayZServer/keys/. A multi-key mod will fail if you copied only one of its keys.
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2. Check that the key matches the mod build
A key from an older release may not validate a newer signed PBO, and a key from a different package may have a similar-looking filename. Replace the server’s copy with the keys shipped alongside the exact mod build that the server is loading. Players must update to that same build.
3. Check the destination and filename
The server reads its root keys/ directory, not just a key directory buried inside an @Mod folder. Confirm the file extension, capitalization where the host is case-sensitive, and the absence of accidental extra extensions added by an upload tool.
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4. Check the startup classification
Verify that a client-required mod is listed under -mod and a server-only component under -serverMod. Also confirm that the server is using the launch command and configuration file you intended. A correctly copied key cannot help if the server is loading a different mod directory or a stale installation.
5. Compare the client’s content
The player must run the same signed mod content that the server expects. A partially updated client, leftover PBO, or different release can produce a modified-data rejection even when the server’s keys are correct. Have the player update or reinstall the mod so its PBOs and signatures come from the same release as the server copy.
6. Restart after corrections
Stop the server, apply the corrected files, and start it again. Do not assume a running process will reload keys copied into the directory after launch. Test a fresh connection and review the new log entries rather than relying on a previous failure message.
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Keep keys synchronized after mod updates
Mod authors can rotate signing keys when publishing an update. A mod directory that updates successfully can therefore still have an out-of-date server key set. For every update:
- Stop the server before replacing files.
- Update the mod to the intended release.
- Open that updated release’s
Keys/orkeys/folder. - Copy every current
.bikeyinto the server root’skeys/directory. - Remove obsolete keys only when you are certain no other installed mod still uses them; otherwise, keep the trusted set needed by the server’s active mods.
- Ensure clients update to the same mod release.
- Restart and test before reopening the server to players.
A junction or symlink can keep a server’s mod path connected to a Workshop-managed directory, allowing mod files to update in place. It does not eliminate key maintenance: inspect and recopy the current public keys whenever the mod changes.
Installation approaches and when to use them
| Decision | Option | Best fit | Trade-off |
|---|---|---|---|
| How mod files reach the server | Manual copy | Small installations and administrators who want explicit version control | Every mod update requires another file copy and key check |
| How mod files reach the server | Junction or symlink | Hosts that keep a Workshop or managed directory synchronized with the server path | Files can update in place, but the key directory still needs verification after updates |
| Who loads the mod | -mod |
Client-visible gameplay or content mods | Players must run matching signed content |
| Who loads the mod | -serverMod |
Server-only components | Putting a client-required mod here leaves clients without required content |
| Signature policy | verifySignatures = 2 |
Production servers that require strict trust enforcement | Outdated or missing keys produce connection rejections that must be fixed |
| Signature policy | Permissive verification | Not recommended for a production security posture | Less enforcement against unsigned or untrusted content |
The simplest reliable workflow is manual installation with strict verification: stop the server, copy the complete key set, confirm the startup parameter, restart, and test with a matching client. Use a junction or symlink only when you understand which directory is updated and have a repeatable process for checking keys.
Security rules for administrators
- Copy only public
.bikeyfiles to the server’s trusted-key directory. - Never upload or expose a
.biprivatekey. Possession of a private signing key can allow unauthorized signing of content associated with that key. - Keep signature verification enabled on production servers.
- Limit write access to the server root and key directory to administrators or deployment accounts that require it.
- Record which mod release supplied each key so that an update can be audited and rolled back if necessary.
- When removing a mod, review whether its key is still needed by another active mod before deleting it.
Final pre-launch checklist
- The server is stopped while files are changed.
- The installed mod contains its
addons/files and aKeys/orkeys/directory. - Every
.bikeyfrom that directory is present inDayZServer/keys/. - No private
.biprivatekeywas copied to the server. - Signed PBOs still have their accompanying
.bisignfiles. - Client-required mods are listed with
-mod; server-only mods use-serverMod. - The intended configuration is selected with
-config. verifySignatures = 2is enabled for the production configuration.- Clients use the same mod versions as the server.
- The server was restarted after keys, mod files, or launch parameters changed.
If all ten checks pass, a signature rejection usually points to a specific version mismatch or to the server launching from a different installation than the one you edited. Recheck the active command line and compare the exact key set against the mod build actually loaded at startup.
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