SSA Bridge
The in-game control mod for a SCUM dedicated server — 44 modules that read and change the running game. It is free, it needs no manager, and it runs on any host you can copy files to.
modules.json somewhere safe before you replace any files.What it is
The bridge is a UE4SS mod that runs inside the SCUM dedicated server process. It can run any admin command, spawn items and vehicles, teleport, write chat, read live player and world state, and report kills, trades and raids as they happen — with no in-game admin account, no bot player and no game client. Everything it can do is listed in the bridge reference.
It is not a server manager and it has no interface of its own. On a standalone install you configure it by editing Mods/SSABridge/modules.json, using the modules-reference.txt the bridge writes beside it — every setting, its type, its range and its default. Driving those 44 modules from a web panel instead is what the manager is for, and that part is Premium.
What you need
- A Windows SCUM dedicated server you control the files of — your own box or a rented host that gives you file access. Nothing here works on a host that only hands you a settings panel.
- UE4SS is inside this archive. Extract it and the runtime goes in with the mod; you do not have to fetch anything else.
- The ability to stop and start the server. The game holds these files open while it runs, so they can only be replaced with it down.
This build was tested against UE4SS 3.0.1.
Installing it
Stop the server
The running game keeps the runtime and the mod DLL open. Copying over them while it is up either fails outright or leaves you with a half-replaced install.
Extract the archive into
SCUM/Binaries/Win64/The paths inside the zip are already relative to that folder, so extracting it there puts everything where it belongs. There is no installer and nothing is written outside this directory.
<server>/SCUM/Binaries/Win64/ ├── dwmapi.dll # the loader the game picks up ├── UE4SS.dll # the UE4SS runtime ├── UE4SS-settings.ini └── Mods/ └── SSABridge/ ├── dlls/main.dll # the bridge itself ├── SSABridge.config.example.json # a copy to read; the real one is written on first start └── enabled.txt # presence = UE4SS starts itStart the server
The bridge writes
Mods/SSABridge/SSABridge.logand, once it is up,SSABridge.status.json. If neither appears, UE4SS did not load the mod —UE4SS.loginWin64/says why, usually in one line.Turn on what you want
Every module is off by default — installing the bridge changes nothing about your server on its own. The first start writes
modules.jsonwith every module and setting at its default, andmodules-reference.txtnext to it explaining each one. Edit the first, read the second, restart.
Mods/SSABridge/enabled.txt starts the mod whatever the panel's switch says, so the two would disagree and the panel would be the one that looks broken.Free, licensed, and what the difference is
The bridge is free and it is complete. All 44 modules, every command and every read work with the files alone — no account, no subscription, nothing held back and nothing that degrades over time.
Without a licence it introduces itself. A couple of seconds after each player joins, the bridge sends that player one line in chat naming itself and scumsa.com. With a licence, that line is not sent. That is the whole difference — no feature, no limit and no timer sits behind it.
A licence is bound to one machine and comes from your account page, on a server your plan covers: start the bridge once, copy the machineId out of Mods/SSABridge/SSABridge.status.json, paste it into Running the bridge without the manager? under that server, and put the downloaded SSABridge.license next to the mod. It is valid for 30 days. If you run the manager you never see any of this — it fetches and refreshes the licence for you, and always has.
If it expires, or you never get one, nothing stops working: the line simply appears again.
Verifying what you downloaded
Both hashes below are computed on this server from the file it hands out.
🛡 Clean: 0/0 engines · View report ↗The second hash is Mods/SSABridge/dlls/main.dll itself, because that is the file that stays on your server after the zip is gone — and it is the one the bridge checks against its own signature. A bridge whose DLL was modified after signing refuses commands outright, licence or no licence; if you ever hit that, compare this value against the file on disk before looking anywhere else.
Earlier builds
Release notes
SSA Bridge 2.22.2 (unstable):
- Reloading loot on a running server no longer crashes it.
- Fixed map sentries can be kept out of one place, with a new Put fixed map sentries away switch that is off by default.
- A spawn the game refuses is reported as refused, with the game's reason.
- Lighter on the server: features share one reading of the world.
- Zone changes are sent as one set, and unchanged zones are not resent.
- Safe with several servers on one machine.
Release notes
SSA Bridge 2.21.2
This release is mostly about stability. Several places where the bridge wrote into the running game without checking its bounds are closed, including one that ran on every admin command and could corrupt memory silently, and the parts of the bridge that are used by two threads at once are now properly synchronised. When something does go wrong the bridge writes it to its log instead of swallowing it, which it did before. Restoring radiation zones is about five times faster and no longer stalls the server. Two new settings in SSABridge.config.json, both off by default: requireTokenLocally asks for the bridge token even from the same machine, for servers where other people have accounts, and consoleUnrestricted re-enables nine engine commands that have no undo and are now refused. A number of readings that came back wrong or empty are corrected, including trader shop lists, generator fuel capacities and the hostile-creature count.
Release notes
SSA Bridge 2.20.1
The Radiation and wetness module can now hold your wetness, drying and dirt settings instead of forgetting them. Until now those numbers could only be written one at a time and the next restart put the game's own back; now there are seven settings, keepTuning with dryingRatePercent, wettingPercent and rainPercent, plus surfaces with dirtinessPercent and surfaceWetnessPercent, and they are re-applied after every restart. Each one is a percent of what the game itself ships, so 100 means leave it alone, and no existing config has these keys: nothing changes on any server until you set it, and switching a group off puts the game's own values straight back. Nothing else changed, same protocol, same verbs, same commands.
