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How to Add Mods to a Windrose Dedicated Server

A practical guide to installing .pak and UE4SS mods on a Windrose dedicated server, including exact folders, JSON configuration, client requirements, backups and rollback steps.
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To add most Windrose server mods, stop the server, upload the files to the correct game directory, and restart it. Traditional .pak mods go in R5/Content/Paks/~mods. UE4SS Lua mods require the UE4SS loader in R5/Binaries/Win64/, with each mod placed under R5/Binaries/Win64/ue4ss/Mods. Back up the server first, install one mod at a time, and check whether each mod also has to be installed on players’ computers.

What you need before installing a Windrose mod

Windrose does not currently have a confirmed official Steam Workshop workflow or built-in mod manager. The practical method described by server hosts and community guides is a manual file installation. Because the current game version and the effect of the latest patch on individual mods are not established here, check every mod’s own page for compatibility before changing a live server.

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  • Access to your server host’s file manager or SFTP account.
  • The server stopped before files are changed.
  • A complete backup of the server files and configuration.
  • The mod’s installation instructions and any dependencies, such as UE4SS.
  • A way to test with one player before inviting the whole community.
  • A written inventory of the server build, mod names, versions and installation paths.

Do not assume that a mod labeled “client-side” belongs on the server. Server-side and client-side files serve different purposes, and installing the wrong type in the wrong place can have no effect or prevent the server from starting.

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Pre-install checklist

Read the mod page all the way through before downloading. Identify whether the archive contains a standalone .pak, a UE4SS mod folder, a loader dependency or a combination. Note whether the author requires a particular game build, UE4SS version or companion mod. Keep the original archive and its version number with your backup so you can reproduce the installation later.

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Use a staging or test server when possible. If you only have one instance, schedule a maintenance window, announce that the server will be unavailable, and make sure no one is connected before stopping it. A backup should include the world or save data, configuration, existing mod folders, the ~mods directory and the UE4SS directory if one already exists. These files are your practical rollback because Windrose has no built-in mod rollback.

Choose the correct mod type

Mod type Server location Extra requirement Typical complexity Maintenance concern
.pak R5/Content/Paks/~mods Create the ~mods folder if it is missing Lower; copy files and restart Community files can break after game updates
UE4SS/Lua Loader in R5/Binaries/Win64/; mod folders in R5/Binaries/Win64/ue4ss/Mods UE4SS loader and correctly formatted configuration Higher; loader, folders and configuration are required Loader, JSON and script compatibility must be maintained

A download containing one or more files ending in .pak normally follows the first method. A download that contains a UE4SS package, Lua scripts or a folder intended for ue4ss/Mods follows the second. Some packages combine both approaches; use the author’s instructions rather than guessing. If a guide says the mod requires Windrose+, treat that as a prerequisite rather than trying to force the files into the pak folder.

When each method makes sense

Pak installation is the simpler choice when the author supplies a self-contained pak and no loader. There is only one server location to check, and the usual process is upload, restart and test. UE4SS is appropriate when the feature depends on scripting or runtime hooks. It has more moving parts: the loader must be recognized by the executable, each mod must have the correct folder depth, and the mods list must remain valid JSON. That extra flexibility also creates more opportunities for a typo, a missing dependency or a game update to stop every script from loading.

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Install a .pak mod on a Windrose server

  1. Back up the server. Save the world, configuration and existing mod folders somewhere outside the live installation. Include the current file tree and the downloaded archive. A backup is the reliable rollback method because Windrose does not provide a built-in mod rollback.
  2. Stop the server completely. Use the host control panel’s Stop command and wait until the process is no longer running. Uploading while the server is active can leave files partially written or ignored until a later restart.
  3. Open the game directory. In the file manager or SFTP client, locate the server’s R5 folder. The exact account screen differs by host, but the destination inside the installation is the same.
  4. Open the Paks directory. Navigate to R5/Content/Paks/. Create a new directory named exactly ~mods, including the leading tilde, if it does not already exist.
  5. Upload the mod files. Put the downloaded .pak files directly inside R5/Content/Paks/~mods. Do not leave them inside an extra extraction folder unless the mod’s instructions explicitly require one. If the archive has several paks, follow the author’s list rather than uploading unrelated files.
  6. Start and test. Restart the server, connect with a test account and verify the feature the mod is supposed to change. Add only one new mod per restart cycle while troubleshooting.

If the mod has no effect, stop the server and check the filename, folder spelling and whether the download contains a server-side file at all. Confirm that the final path is R5/Content/Paks/~mods/filename.pak, not simply somewhere below Paks. Remove the mod and restore the backup if the server fails to boot or the world behaves unexpectedly.

Pak installation pitfalls

  • Wrong folder name: mods, Mod or another spelling is not the documented ~mods directory.
  • Nested extraction: an archive may produce ~mods/DownloadName/filename.pak instead of placing the pak directly in ~mods.
  • Wrong audience: a client-only pak will not become server-side merely because it is uploaded to the host.
  • Several changes at once: uploading multiple new files makes it difficult to identify which one caused a crash or missing feature.
  • Patch timing: a pak that worked before a Windrose update may need an author update after executable or asset changes.

Install UE4SS and Lua mods

UE4SS mods need a loader before their individual mod folders can run. The loader and the game’s executable must share the server’s 64-bit binary directory.

1. Install the UE4SS loader

  1. Stop the server and make a backup.
  2. Extract the UE4SS package exactly as its instructions specify.
  3. Copy the extracted UE4SS files into R5/Binaries/Win64/, next to the Windrose server executable. Do not place the loader in Content, the server root’s unrelated subfolder, or the ~mods directory.
  4. Start the server once, then stop it again after it has had time to initialize.
  5. Look in the UE4SS directory for its log. A newly created UE4SS log is the first indication that the loader was found and started.

Some hosting packages advertise a Windrose+ setup that bundles UE4SS. A server deployed as vanilla may require that package or an equivalent manual loader installation before UE4SS mods can work. Confirm what your host has installed rather than copying a second loader over an existing one. Two competing loader copies make diagnosis harder and can leave you unsure which files are active.

2. Add each UE4SS mod

  1. Extract the mod archive on your computer.
  2. Find the mod’s actual folder. The folder containing the mod files, rather than the outer download folder, belongs in R5/Binaries/Win64/ue4ss/Mods.
  3. Upload that folder so the final path resembles R5/Binaries/Win64/ue4ss/Mods/YourModName/.
  4. Open the UE4SS mods list file, commonly named mods.json, using a plain-text editor.
  5. Preserve valid JSON syntax. One Windrose installation guide specifically notes that the entire file must be enclosed in square brackets; malformed JSON prevents mods from loading. Follow the format supplied by your loader and mod author, including commas, quotation marks and capitalization.
  6. Restart the server and inspect the UE4SS log for loading errors before testing in game.

Do not paste a random configuration example over an existing file. UE4SS builds and mod packages can expect different entry names. Keep the structure already generated by your installation, edit only the documented entry for the mod, and make a backup of mods.json before every change. If the loader log appears but no scripts load, the configuration file is a more likely starting point than the pak directory.

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3. Disable a mod without deleting it

Where the installed configuration supports an enabled or disabled state, change that mod’s entry to disabled and restart the server. Keep the folder in place so you can re-enable it after a compatibility fix. The exact property name can vary by loader build, so use the example in your installed mods.json or the mod’s own instructions; do not invent a new JSON structure. If disabling does not work or the server cannot parse the file, restore the previous configuration from your backup and remove the problematic mod temporarily.

UE4SS-specific failure points

  • The loader was copied into R5/Binaries/Win64/ but the actual executable is in a different installation, so no log is generated.
  • The mod folder is one level too deep, such as Mods/ArchiveName/YourModName/.
  • The loader starts, but a comma, bracket or quotation-mark error in mods.json prevents all entries from being read.
  • A host’s Windrose+ image already includes UE4SS and a second manual package creates duplicate or conflicting files.
  • The mod requires a dependency that was not installed, even though the main folder is in the correct location.

Server-side and client-side mods are not interchangeable

A dedicated server can load only the files intended for server execution. A client-side mod belongs in each player’s local Windrose installation, not in the host’s server directory. Conversely, putting a server-only package on a client will not make the server load it.

For a multiplayer session, every connecting player generally needs the same client-side mods and compatible versions unless the mod author explicitly says it is server-only or client-side only. Publish a short mod list for your players containing the exact download version and installation path. Tell players whether a package is required on both sides or only on their computer. Test a clean client and a fully modded client separately so you can identify whether a failure originates on the server or on one computer.

A useful administrative routine is to keep a server manifest with three columns: mod name and version, server path, and client requirement. Update it whenever you add, disable or remove a file. This prevents a player from joining with an older client package after you have updated the server. If a clean client joins successfully while a modded client cannot, investigate that player’s files before changing the stable server installation.

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Mods that should not be placed in the server pak folder

Some utilities are intentionally limited to solo play. One commonly cited example, SML, is marked solo-only on its mod listing; placing it in the server’s ~mods directory has no useful effect. Treat a solo-only label as a hard restriction unless the author later publishes dedicated-server support. Do not infer multiplayer support from a download that merely contains a pak; the mod page must identify the supported environment.

Troubleshooting a Windrose mod installation

The server starts, but the mod does nothing

  • Confirm the file is in R5/Content/Paks/~mods, not merely somewhere under Paks.
  • Check that the directory is named ~mods with the leading tilde and no additional spaces.
  • Make sure the archive was extracted and that the actual .pak file is not buried in a second folder.
  • Verify that you installed a server-side mod and that the mod supports the current Windrose build.
  • Restart after every file change; most pak loaders do not scan for new files while the server is running.
  • Remove other newly added files and test this mod alone so a conflict is not mistaken for an installation error.

UE4SS does not create a log

  • Check that the loader files are directly in R5/Binaries/Win64/, next to the executable.
  • Make sure you installed the version intended for the server’s architecture and game build.
  • Remove duplicate or older loader files, restore the backup and reinstall one known-good loader package.
  • Ask the host whether its Windrose+ image already includes UE4SS before adding another copy.
  • Confirm that the server was started after the loader was uploaded and that you checked the UE4SS folder created by that start.

UE4SS loads, but a Lua mod is missing

  • Confirm the final folder is R5/Binaries/Win64/ue4ss/Mods/ModFolder, with no extra archive or duplicate directory level.
  • Open mods.json and validate the brackets, commas and quotation marks. A syntax error can stop every listed mod from loading.
  • Check the UE4SS log for the mod’s name and any dependency error.
  • Enable only that mod, restart, and add the others back one at a time.
  • Compare the mod’s required loader or game version with the version actually installed on the server.

The server crashes after an update

Community pak files and UE4SS scripts can break when Windrose changes its executable, assets or networking behavior. Stop the server, remove the newest mod or restore the pre-mod backup, then confirm whether the author has released an update for the new game build. Do not assume that a mod that worked yesterday remains compatible after a patch. For a planned game update, disable all mods first, update the vanilla server, make a fresh backup and re-enable each mod separately.

Players cannot join

Check that every player has the required client-side files and the same mod versions. If the server itself is stable, have one player connect with a clean client; a successful clean connection points to a client mod mismatch rather than a server folder problem. If no client can join, remove the latest server change or restore the backup before distributing more files to players.

The host panel offers an installer

Several providers publish Windrose guides, and some advertise mod installers. Kinetic Hosting, for example, is reported to publish a Windrose mod-installer article. An installer may reduce file-management work, but provider coverage, supported mod types and update behavior differ. Read what the tool actually changes, confirm that it creates a backup, and retain a manual copy of your configuration. Do not assume an installer supports every pak or UE4SS package.

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Safe testing and rollback procedure

  1. Record the original file tree and server build before installing anything.
  2. Back up the world, configuration, ~mods folder and UE4SS directory.
  3. Install one mod or one dependency set, then restart.
  4. Test the specific feature, joining process, saves and server shutdown.
  5. Keep the mod’s archive and version number with your backup.
  6. If anything fails, stop the server, remove only the latest change or restore the backup, and retest before adding another mod.
  7. Document the result in your manifest, including whether clients needed matching files.

This staged approach also makes update maintenance manageable: after a Windrose patch, disable all mods, update the server, then re-enable and test them individually. Never use a live world as the only test case for an unverified package. Keep at least one known-good backup from before the most recent batch of changes.

Costs, hosting and third-party managers

There is no established universal price for these installation methods. A mod or loader may be free, while the server’s monthly hosting, storage, backups and support are priced by the provider. A host’s optional Windrose+ package or mod installer may carry its own terms, but provider program details were not consistently published. Ask whether extra storage, automated backups or support for manual SFTP changes costs more before switching plans.

CertiFried is reported as a third-party manager that detects the Windrose game folder, downloads and installs mods from Nexus, and creates backups before changes. That can be convenient for an administrator managing many packages, but it introduces another tool to maintain. Verify the manager’s current Windrose support and backup location, and do not rely on it as your only copy of the server. Manual installation remains easier to audit when you need to know exactly which file is active.

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What official support means for a modded server

Reports from hosting documentation describe Steam Workshop support as a possible future feature rather than an available integration. A Steam discussion attributed to a developer account described future mod support as a technical goal, but the post’s date and exact wording are not independently established here. Treat manual installation as the current route, not as evidence of a supported in-game mod platform.

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A fan-wiki summary of the studio’s FAQ says players may use mods at their own discretion and that the studio does not enforce a blanket no-mod policy for dedicated servers or solo play. The same summary says the studio will not investigate bug reports involving modded clients or servers and cannot guarantee compatibility with future patches. Because that summary is secondary, check the studio’s current FAQ if you need a definitive policy for a public or commercial server.

Public hosting and community summaries identify Kraken Express as the developer and Pocketpair as publisher, but those attributions should be checked against the current official game pages. Regardless of attribution, plan on community-maintained compatibility: a future patch can require a new pak or UE4SS release, and the studio may decline to troubleshoot a modded installation.

Recommended installation decision

Use a .pak mod when the author supplies a standalone pak and you want the least complicated server change. Use UE4SS only when the mod requires scripting or a loader and you are prepared to maintain the loader, folder structure and JSON configuration. In either case, install only the server-side component on the server, distribute required client files to players, and keep a tested backup before every change.

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For a small private server, start with one documented pak and confirm the complete cycle: stop, back up, upload, restart, test and roll back. For a larger community, maintain a version manifest, a player-facing mod list and a separate test instance. That discipline matters more than the number of mods: it lets you identify a bad package quickly and return to a working server without losing the world.

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Frequently Asked Questions

Where do Windrose .pak server mods go?

Stop the server and place the extracted .pak files directly in R5/Content/Paks/~mods. Create the ~mods folder, including its leading tilde, if it is missing.

Where should UE4SS Windrose mods be installed?

Put the UE4SS loader files in R5/Binaries/Win64/, next to the server executable. Put each extracted mod folder in R5/Binaries/Win64/ue4ss/Mods, then configure the installed mods.json and restart.

Do players need the same mods on their computers?

Usually, yes, when a mod has a client-side component. Every connecting player generally needs the same client files and compatible versions unless the author explicitly says the mod is server-only or client-side only.

Why is my UE4SS mod not loading?

First confirm that a UE4SS log is created. Then check the final folder depth, dependencies and mods.json syntax. The configuration must use valid JSON; malformed brackets, commas or quotation marks can prevent all listed mods from loading.

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Can I install SML in the server pak folder?

A cited SML listing marks it as solo-only, so placing it in ~mods has no useful effect. Use it on a supported solo installation unless its author later documents dedicated-server support.

What should I do before a Windrose update?

Back up the world, configuration, pak folder and UE4SS directory. Disable or remove mods, update the vanilla server, then re-enable one mod at a time and test before opening the server to everyone.

Is there an official Windrose mod manager or Steam Workshop?

No confirmed official Workshop integration or built-in mod manager is established. Manual pak and UE4SS installation is the working route described by hosts and community guides; Workshop support has been discussed only as a possible future feature.

How much does it cost to install Windrose mods?

There is no universal installation price. Mods and loaders may be free, while hosting, storage, backups, support or an optional host package can cost extra. Check your provider’s current terms.

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Can a host’s Windrose+ package install UE4SS for me?

Some hosts advertise Windrose+ packages that bundle UE4SS, while vanilla deployments may not. Ask the host what is already installed and avoid copying a second loader over an existing package.

Is CertiFried required?

No. It is reported as a third-party manager that can detect the game folder, install Nexus mods and create backups. Manual SFTP or file-manager installation remains the direct method and is easier to audit.

The Bottom Line

Back up first, stop the server, and match the installation method to the mod: .pak files belong in R5/Content/Paks/~mods; UE4SS requires its loader in R5/Binaries/Win64/ and mod folders under ue4ss/Mods. Keep client and server requirements separate, test one change at a time, and expect community mods to need maintenance after Windrose updates.

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