Installing mods
Steam Workshop + manual mods via the -mod parameter.
Arma 3 mods load via command-line -mod= parameters. Both server
and client need matching mods.
Where mods live
/data/arma3/ is the install root. Mods can be:
- Workshop mods — folders named
@<modname>in/data/arma3/!Workshop/(with the leading!so they sort to the top of the file listing in the official tooling) - Manual mods — folders named
@<modname>placed anywhere in/data/arma3/(root or a subfolder)
Adding a Workshop mod
- Stop the server.
- Find the mod on the
Arma 3 Workshop.
Copy its Workshop ID (the
?id=number in the URL). - Use SteamCMD or the panel's mod manager to download:
(Anonymous works for most public mods. A small set require an authenticated Steam login.)steamcmd +force_install_dir /data/arma3 +login anonymous +workshop_download_item 107410 <workshop-id> validate +quit - The downloaded mod lands in
/data/arma3/steamapps/workshop/content/107410/<workshop-id>/. Symlink (or copy) it to/data/arma3/@<modname>/so the startup command can find it. - Add
-mod=@<modname>;to the startup parameters in the panel. - Start. The server loads with the mod active.
For multiple mods, semicolon-separate:
-mod=@CBA_A3;@ace;@RHSAFRF;@RHSUSAF;
Server-side-only mods
Some mods only need to be on the server (anti-cheat, persistence,
admin tools, headless client compatibility). Use -serverMod=
instead of -mod=:
-serverMod=@adminTools;@persistence;
Server-only mods don't appear on the client's required-mods list — players don't need them locally.
Loadout — the "Modset" approach
The Arma 3 launcher lets players save and share modsets as
.html or preset files. Publish your server's required modset on
your community page; players import it into their launcher and
the launcher auto-subscribes them to the right Workshop items.
Signed mods + signature checks
verifySignatures = 2; in server.cfg requires every mod to be
signed. Each mod ships with a .bisign file per addon .pbo and
a public key.
To allow a mod:
- Find its
.bikeyfile (in the mod'sKeys/folder). - Copy it to
/data/arma3/keys/. - Restart the server.
If verifySignatures is on and you forget to copy a key, the
mod can't load (server kicks players using it).
Common mod stack
Most servers run some flavor of:
- CBA_A3 — Community Base Addons. Required by almost everything else.
- ACE3 — Advanced Combat Environment. Realism overhaul.
- RHS — Red Hammer Studios factions (AFRF, USAF, GREF, SAF).
- TFAR / ACRE2 — Radio system (TaskForce Radio or ACRE2).
- CUP — Community Upgrade Project (Arma 2 ports).
CBA must be earliest in the -mod= chain because everything
else depends on it.