# ARMA 3 – Installing and Managing Mods

ARMA 3 – Installing and Managing Mods – Step-by-step guide for your Arma3 on NexoraHost.

**Quick answer:** Set up your server step by step – check requirements, install files, configure ports and start the service.

This guide shows you step by step how to install and manage mods on your ARMA 3 server. ARMA 3 has a huge modding community – from new weapons to vehicles to complete gameplay overhauls like ACE or TFAR.

## How Do ARMA 3 Mods Work?

ARMA 3 mods are downloaded via the Steam Workshop. Each mod has its own folder that starts with `@` (e.g. `@cba_a3`, `@ace`). The server loads the mods on startup and all players must have exactly the same mods installed.

## Step 1: Download Mods

### Method A: Via SteamCMD (recommended for servers)

`# Start SteamCMD
cd ~/steamcmd
./steamcmd.sh

# Log in
login YOUR_STEAM_USERNAME

# Installation directory
force_install_dir ~/arma3-mods

# Download mod by Workshop ID
workshop_download_item 107410 463939057

# Workshop ID explained:
# 107410 = ARMA 3 App ID
# 463939057 = Mod ID (from the Workshop URL)`

You can find the Workshop ID in the mod's URL:

`https://steamcommunity.com/sharedfiles/filedetails/?id=463939057
                                               ^^^^^^^^^
                                               Mod ID`

### Method B: Manual Copy from Workshop

If you have ARMA 3 installed on the same machine:

    - Subscribe to the mods in the Steam Workshop
- Navigate to the Workshop folder:
        `C:\Program Files (x86)\Steam\steamapps\workshop\content\107410\`
    
- Each folder inside is a mod (named after the Mod ID)
- Copy the desired folders to your server

## Step 2: Set Up Mods in the Server Folder

`# Create and rename mod folders
mkdir ~/arma3/@cba_a3
mkdir ~/arma3/@ace
mkdir ~/arma3/@rhsafrf

# Copy Workshop files into the @ folders
cp -r ~/arma3-mods/steamapps/workshop/content/107410/463939057/* ~/arma3/@cba_a3/
cp -r ~/arma3-mods/steamapps/workshop/content/107410/463939058/* ~/arma3/@ace/`

**Important:** The folder name MUST start with `@`. Otherwise ARMA 3 won't recognize the mod.

## Step 3: Install Mod Keys

Each mod has a `.bikey` key that must be placed in the server's `keys/` folder:

`# Create keys folder (if it doesn't exist)
mkdir ~/arma3/keys

# Copy keys from all mods
cp ~/arma3/@cba_a3/keys/*.bikey ~/arma3/keys/
cp ~/arma3/@ace/keys/*.bikey ~/arma3/keys/
cp ~/arma3/@rhsafrf/keys/*.bikey ~/arma3/keys/`

Without the correct key, players cannot join when `verifySignatures = 2` is set.

## Step 4: Adjust Server Startup Parameters

Add the mods to your startup script:

### Windows (start.bat)

`arma3server_x64.exe -port=2302 -config=server.cfg -cfg=basic.cfg -name=server -mod=@cba_a3;@ace;@rhsafrf;@tfar -autoInit`

### Linux

`./arma3server -port=2302 -config=server.cfg -cfg=basic.cfg -name=server -mod=@cba_a3\;@ace\;@rhsafrf\;@tfar`

**Important:**

    - Windows: Separate mods with semicolon `;`
- Linux: Separate mods with semicolon, but escape the semicolon with backslash: `\;`
- Pay attention to order: Basic mods first (CBA), then those that build on them (ACE, RHS, TFAR)

## Step 5: Configure server.cfg for Mods

`// Check mod signatures
verifySignatures = 2;    // 0 = off, 1 = warn, 2 = strict (recommended)

// Mod requirement for players
equalModRequired = 1;    // 0 = players can join with fewer mods
                         // 1 = players need exactly the same mods`

## The Most Important ARMA 3 Mods

    
        Mod
        Workshop ID
        Function
    

    
        **CBA_A3**
        450814997
        Foundation for almost all mods – MUST be loaded first
    

    
        **ACE3**
        463939057
        Realism overhaul – ballistics, medical, interaction
    

    
        **TFAR**
        894678801
        Teamspeak radio integration
    

    
        **RHS USAF**
        843577117
        US Armed Forces – vehicles, weapons, equipment
    

    
        **RHS AFRF**
        843425103
        Russian Armed Forces – vehicles, weapons, equipment
    

    
        **CUP**
        Multiple
        Community Upgrade Project – ARMA 2 content in ARMA 3
    

## Keeping Mods Up to Date

`# Update all mods via SteamCMD
cd ~/steamcmd
./steamcmd.sh

login YOUR_STEAM_USERNAME
force_install_dir ~/arma3-mods

# Update each mod individually
workshop_download_item 107410 450814997 validate
workshop_download_item 107410 463939057 validate
workshop_download_item 107410 894678801 validate

quit`

Using `validate` detects corrupted files and re-downloads them.

## Optimizing Mod Load Order

The order is crucial. Wrong order = crashes or faulty mods:

    - **CBA_A3** – ALWAYS first
- **Basic mods:** ace, ace_compat
- **Large content mods:** RHS, CUP (in any order)
- **Function mods:** TFAR, ACRE2
- **Small addons:** Maps, weapons, vehicles from individual creators

## Common Problems

**Players cannot join – "Mod signature mismatch":**

    - Player has a different mod version than the server
- Player hasn't installed all mods
- Player has additional mods that the server doesn't have
- Solution: Give all players the same mod list

**Server won't start after mod installation:**

    - Check mod order – CBA must be before ACE, ACE before RHS
- Are keys missing from the `keys/` folder?
- Are mod folders correctly named with `@`?

**Mods load extremely slowly:**

    - ARMA 3 loads mods into RAM on startup – large mods like RHS need several GB
- Use SSD instead of HDD
- Deactivate unnecessary mods

## Quick Checklist

    - Mods downloaded via SteamCMD or Workshop
- Mod folders named with `@`
- Keys copied to the `keys/` folder
- Startup parameters extended with `-mod=`
- Mod load order checked (CBA first)
- verifySignatures set in server.cfg
- Server started and checked for errors
