# Do Fika Mods Go on the Server or the Client? (SPT-Fika Mods Explained) (/docs/escape-from-tarkov/server-vs-client-mods)



import { Step, Steps } from 'fumadocs-ui/components/steps';

This is the single most common SPT-Fika mistake: you install a mod on your server, it doesn't show up in game, or other players can't join. The reason is almost always that **SPT-Fika mods come in two kinds — server-side and client-side — and many mods need both parts installed in the right places.**

<Callout type="warn">
  **Short version:** Server-side mods go on your XGamingServer server only. Client-side mods (anything with a BepInEx plugin) must **also** be installed by **every player** in their own copy of the game. If only the server has a client-side mod, it won't work — and if the mod is "required", players without it can't even connect.
</Callout>

The two kinds of SPT-Fika mods [#the-two-kinds-of-spt-fika-mods]

| Type                         | What it changes                                                                                            | Where it installs                                                 |
| ---------------------------- | ---------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------- |
| **Server-side mod**          | Loot tables, trader prices/assortments, quests, server-side AI/spawns, flea market, progression            | **Server only** — `user/mods/` on your XGamingServer server       |
| **Client-side mod**          | Anything you see or feel in-raid: UI, HUD, gameplay tweaks, weapon handling, audio, AI behaviour like SAIN | **Every client** — `BepInEx/plugins/` in each player's SPT folder |
| **Both** (many popular mods) | Mods that have a server part *and* an in-raid client part                                                  | **Server `user/mods/` AND every client `BepInEx/plugins/`**       |

The key idea: **the server can't push client-side files to players' PCs.** Installing a client mod on the server alone does nothing in-game. Each player has to install the client part themselves.

How to tell which a mod needs [#how-to-tell-which-a-mod-needs]

On the [SPT Hub / Forge](https://hub.sp-tarkov.com/), a mod's page tells you what it contains:

* A folder that extracts into **`user/mods/`** → **server-side**, install on the server.
* A `.dll` that goes into **`BepInEx/plugins/`** → **client-side**, every player installs it.
* Some downloads contain **both** — a `user/mods/` folder *and* a `BepInEx/plugins/` `.dll`. These go in **both places**: the server folder on your server, and the plugin on each client.

<Callout type="info">
  On XGamingServer, our [built-in mod installer](/docs/escape-from-tarkov/install-mods) installs the **server part** for you and flags mods that also need a **client part**. When a mod is marked "client part required", share it with your group so everyone installs the plugin in their own game.
</Callout>

"Required mods" — why players can't connect [#required-mods--why-players-cant-connect]

Fika lets the host mark mods as **required**. When a mod is required:

* Every player must have that **client-side** mod installed, at a matching version, or Fika **blocks them from joining**.
* This is what causes "version mismatch" or "missing mod" errors at the connect screen.

<Steps>
  <Step>
    Match versions across everyone [#match-versions-across-everyone]

    The host's SPT version, Fika version, and any required client mods must match what each player has. A different version of even one required mod will stop a player connecting.
  </Step>

  <Step>
    Share the exact mod list [#share-the-exact-mod-list]

    Give your group the same list of client-side mods (and versions) you're running. The easiest approach is for everyone to install the identical set.
  </Step>

  <Step>
    Keep server-only mods off clients [#keep-server-only-mods-off-clients]

    Pure server-side mods (loot, traders, quests) should **not** be installed on clients — only on the server. Installing server mods into a client's `BepInEx/plugins/` can cause errors.
  </Step>
</Steps>

Quick checklist when a mod "isn't working" [#quick-checklist-when-a-mod-isnt-working]

* Is it a **client** mod installed only on the **server**? → install the plugin on every client.
* Is it a **server** mod installed only on a **client**? → move it to the server's `user/mods/`.
* **Version mismatch** between host and players? → align SPT, Fika, and mod versions.
* Did you **restart the server** after installing server mods? → changes apply on restart.
* Still stuck? → see [SPT-Fika troubleshooting](/docs/escape-from-tarkov/troubleshooting).

Once you know the server/client split, SPT-Fika modding is straightforward — and our [mod installer](/docs/escape-from-tarkov/install-mods) handles the server side automatically.
