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How to Set Up Mod Keys on a DayZ Server

By Freedom251 Team · · 9 min read

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To set up a DayZ mod key, stop the server, copy every .bikey file from the mod’s Keys/ or keys/ folder into the dedicated server’s root keys/ folder, load the mod with the correct startup parameter, and restart. Keep signature verification enabled—production guidance recommends verifySignatures = 2. The client and server must use the same signed mod build.

What a DayZ mod key does

DayZ uses signatures to check that the PBO files loaded by a client are trusted by the server. A mod author signs PBO files with a private key and distributes the matching public key to server administrators. The server reads public keys from its own keys/ directory. When a player connects, the server compares the signatures attached to the client’s PBO files with those trusted public keys.

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The key is not the mod itself. You still need the complete mod directory, its addons/ files, and the startup parameter that loads it. The key only establishes whether the signed files are acceptable to the server.

Key files at a glance

File Purpose Where it belongs
.bikey Public key used by the server to verify signed PBO files. Dedicated server root keys/ directory.
.biprivatekey Private signing key held by the mod author. Never copy to a production server’s keys/ directory.
.bisign Signature file stored with a signed PBO. Remains beside the corresponding PBO in the mod’s addons/ content.
.pbo Packaged mod content loaded by DayZ. Remains in the mod’s addons/ directory.

Bohemia Interactive Community describes the Keys folder as containing public .bikey files used to sign PBO files and required for client-server signature verification. A missing public key therefore affects authentication even when the mod’s PBO files are present.

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Before you change the server

Have administrative access to the dedicated server’s installation directory and to the process that starts it. You need to be able to stop the server, edit or inspect its startup parameters, place files in the server root, and start it again. A hosted installation normally provides these capabilities through FTP, a file manager, a startup-command editor, or a control panel.

  • Know the actual DayZ server root. This is the directory containing the server executable and the server-side keys/ folder, not merely the directory where Workshop downloads are stored.
  • Have the exact mod build that your players will use. Keys can change between releases, so treat the mod files and their keys as one versioned package.
  • Plan a maintenance window. Stop the server before replacing or adding files; changing PBOs or keys while the process is using them can leave a mixed installation.
  • Keep a backup of the existing keys/ directory and startup command. This gives you a quick rollback if an update introduces a mismatch.

Install the mod and find its public keys

  1. Download or install the mod. Use the distribution method you normally use for your DayZ server. A conventional mod directory contains addons/ for PBO files and a Keys/ or keys/ directory for public keys.
  2. Open the mod directory. Do not stop at the Workshop collection or a launcher entry; open the physical folder that contains the mod’s files.
  3. Inspect the key directory. List every filename ending in .bikey. Some mods include more than one public key, and all of them may be required.
  4. Leave private material alone. If you see a .biprivatekey, do not upload it. It is used to create signatures and is not a server trust file.
  5. Check the signed content. The mod’s PBO files should have their accompanying .bisign files. A public key without matching signed content does not make an incomplete or altered mod valid.

Case usually does not change the meaning of the folder on Windows, but follow the directory name supplied by the mod and verify that you are copying from the mod’s own key folder rather than from an unrelated package.

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Copy every .bikey into the server root

  1. Stop the DayZ server. Use the server control panel or stop the dedicated-server process and wait until it has exited.
  2. Open the server root. Locate the installation directory that contains the dedicated server files. Its trusted-key directory is DayZServer/keys/ in the usual layout.
  3. Open the root keys/ directory. This is the directory the server checks for trusted public keys. It is separate from the mod’s own Keys/ directory.
  4. Copy all public keys. Copy every .bikey found in the mod’s key folder into the server root keys/ directory. If the directory already contains the vanilla dayz.bikey, leave it in place and add the mod keys beside it.
  5. Check the result. Compare the source and destination filenames. A multi-key mod is not installed correctly if only one of its keys was copied.
  6. Preserve the original files. Do not rename extensions, open and resave the keys, or place them inside addons/. The server expects public-key files in its trusted-key directory.

Copying the key only into the mod folder is insufficient. The client may be able to load the mod from that location, but server signature verification reads the dedicated server’s root keys/ directory.

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Manual copy versus a junction or symlink

A manual copy is the easiest arrangement to understand: each update requires you to copy the new key files again. Administrators who keep Workshop content connected to a server mod path may instead use a junction or symlink so that the mod files update in place. That can reduce path duplication, but it does not remove the need to inspect the server’s trusted-key directory. After an update, confirm that the current public keys are present there.

Load the mod with the correct startup parameter

Putting keys in place does not load a mod. The startup command must identify the mod and, separately, the server configuration file.

Parameter Use it when Client requirement
-mod The mod’s content is broadcast to and loaded by players. Players must run the same mod content and version.
-serverMod The mod is intended to run only on the server. Players do not load it as a client mod.
-config You need to select the server configuration file. Not a mod loader; it points DayZ to the chosen configuration.

Use -mod for a client-visible gameplay mod and -serverMod for a server-only component. Do not put a client-required mod on -serverMod; players will not load the content they need. Conversely, a server-only component should not be advertised as a client mod merely to make its files visible.

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A command-line layout might contain entries such as -mod=@ExampleMod, -serverMod=@ExampleServerComponent, and -config=serverDZ.cfg. The exact folder names and separators depend on your launcher or hosting panel. After saving the command, confirm that the parameter points to the same mod directory whose keys you copied.

Keep signature verification enabled

The DayZ-Modding-Wiki access-control guidance states: “Always use verifySignatures = 2 on production servers.” With signature verification enabled, the server checks client-loaded mod files against the public keys in its keys/ directory. A client whose files cannot be validated is rejected rather than admitted with untrusted content.

Why strict verification matters

  • It blocks unsigned or incorrectly signed PBO files from joining a protected server.
  • It exposes version drift: a player running a different signed build can fail verification instead of silently using different content.
  • It gives administrators a clear trust boundary: only signatures matching keys installed on the server are accepted.

Permissive verification can make testing appear easier, but it weakens that boundary and is not appropriate for a production security posture. If you temporarily change verification while diagnosing a test installation, restore the production setting before opening the server to regular players.

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Restart and test the connection

  1. Start the server with the revised command. Check the control panel or startup log to ensure the intended -mod, -serverMod, and -config values were actually used.
  2. Connect with a matching client. The player must have the same signed mod content and version expected by the server.
  3. Test a normal join. A successful connection confirms that the server can find the mod, its signatures, and the corresponding public key.
  4. Read the log if the join fails. Capture the exact kick text and identify the mod or signature named in the message before changing files.

A restart is required after changing keys or startup parameters. The running server should not be expected to discover a newly copied key while it is already serving clients.

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Fix “Signature check failed” and “Modified data” kicks

Symptom Likely cause What to check
Signature check failed immediately after installing a mod The server cannot find the public key that matches the client’s signed PBO. Confirm every .bikey from the mod’s key folder is in the server root keys/ directory, then restart.
Player kicked for modified data The client’s PBO or signature does not match the build trusted by the server. Compare the client and server mod versions; reinstall or update both from the same release.
One part of a multi-package mod works while another fails Only one public key was copied. Reopen the mod’s key folder and copy every .bikey, not just the first file.
Keys are present but the mod is not active The startup command does not load the mod, or uses the wrong parameter. Use -mod for client-visible content, -serverMod for server-only content, and verify the path.
Players fail after a routine mod update The author rotated the signing key or changed the signed build. Stop the server, copy the updated key set, update clients, and restart.
The server appears to ignore a newly copied key The process was not restarted, or the file was copied to a different installation. Stop the process completely, verify the executable’s root path, and start it again.

Use the exact mod build as the first diagnostic

Do not assume that a same-named folder represents the same release. A client can have an older or newer PBO set while the folder name remains unchanged. Match the release installed on the server, replace stale client files, and recopy the key supplied with that exact release.

Do not solve a key error by deleting verification

Turning off enforcement hides the symptom and permits content the server cannot authenticate. Find the missing, stale, or misplaced key instead. The goal is a matching signed installation, not a server that accepts unverifiable files.

Updating a mod without breaking the server

  1. Schedule the update. Announce downtime and stop the server before changing the mod files.
  2. Replace the mod content. Update the PBOs and accompanying signatures as one release; do not mix files from separate versions.
  3. Refresh the public keys. Open the updated mod’s Keys/ or keys/ directory and copy every current .bikey into the server root keys/ directory.
  4. Remove obsolete keys only when appropriate. If the author replaced a key, retain keys still needed by other installed mods and remove an old key only after confirming that no active content uses it.
  5. Update client instructions. Players must install the same mod release before reconnecting.
  6. Restart and test. Verify the startup parameters, join with a matching client, and inspect the log for signature errors.

Mod authors may rotate signing keys. A junction or symlink can keep the mod directory synchronized with Workshop files, but it cannot guarantee that the root trust directory contains the new key. Treat key verification as a separate update step every time.

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Choosing an installation approach

Decision Option Trade-off
How keys reach the server Manual copy Simple and transparent, but must be repeated after key changes.
How keys reach the server Junction or symlink for mod files Can keep updated content connected to the server path, but the root keys/ directory still needs verification.
Who loads the mod -mod Clients must load matching content and signatures.
Who loads the mod -serverMod Suitable for server-only components; clients do not load that mod.
Access control Strict verification with verifySignatures = 2 Rejects untrusted or mismatched content and is the production choice.
Access control Permissive verification Less enforcement during experiments, but unsuitable for a production security posture.

Hosting-panel and file-manager checklist

Managed hosting does not change the DayZ rules; it changes where the controls appear. Before renting or configuring a service, confirm that it gives you the access needed for this procedure:

  • A file manager or FTP access to the dedicated server root, including the root keys/ directory.
  • A startup-parameter editor that exposes -mod, -serverMod, and -config.
  • A way to stop and restart the process after copying keys.
  • Access to logs so you can identify the exact mod named in a signature or modified-data kick.
  • Backups or snapshots for the server’s configuration and key directory.

If a control panel exposes only a Workshop subscription list but not the server root, you may be unable to complete key installation or diagnose a mismatch. Ask for root-file access and restart controls before relying on that setup.

Final pre-launch checklist

  • The mod folder contains its addons/ PBO files and signed companions.
  • Every .bikey in the mod’s Keys/ or keys/ directory is present in the dedicated server root keys/ directory.
  • No .biprivatekey was uploaded.
  • The server command uses -mod for client-visible content and -serverMod for server-only content.
  • The selected configuration is supplied with -config.
  • verifySignatures = 2 is enabled for the production server.
  • The server was stopped before file changes and restarted afterward.
  • Clients have the exact same signed mod build.
  • A test connection succeeds without a signature or modified-data kick.

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