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Winter Chernarus

NOTICE TO ALL SERVER OWNERS AND PLAYERS As you may be aware, the official Winter Chernarus mod is no longer receiving updates and support through this mod. I am still supporting development through a seperate mod which will be below. This is due to collaborators on Steam not being able to update through typical means and I am the only one actively developing the mod for compatibility and feature additions. Please… (more)

NOTICE TO ALL SERVER OWNERS AND PLAYERS As you may be aware, the official Winter Chernarus mod is no longer receiving updates and support through this mod. I am still supporting development through a seperate mod which will be below. This is due to collaborators on Steam not being able to update through typical means and I am the only one actively developing the mod for compatibility and feature additions. Please download the below mod. Winter Chernarus V2 https://steamcommunity.com/sharedfiles/filedetails/?id=2981609048 I would like to thank the entire Winter Chernarus team for their continuous effort through the years and I hope them all well in their future endeavours. -Lad END NOTICE Video showcasing the mod by 3RNO https://www.youtube.com/watch?v=B2N3fuQuEfU&t This mod is a retexture mod first and foremost. Lots of limitations with this game engine so if something is done its been done in a specific way due to time constraints that I have & it being the only way to do things. This mod is a "seamless" transition from fall to winter setting once loaded on the client, no models or map files have been touched only textures have been edited, meaning you dont need to do ANYTHING besides load with this mod for it to work, on server and client. It is not and will not be possible to have this mod loaded and play on regular chernarus, the mod is more or less a brute force way of retexturing models. I retextued something near 300-500 textures by hand to remove the leaves and do recoloring. Server owners, I suggest you check out some of the winter equipment mods and pad out your loot table with winter camo for players to obtain, AND I strongly suggest to increase the wind and overcast values on average to take full advantage of the temperature system. Future updates will probably be random but I wont spam updates and annoy you, I work on another project basically full time so I can only do modding work on an irregular basis, nonetheless I plan to continue to support this mod and continue to do polish work going forward if I have some spare time sitting around and want to do something else other then play games. :P Thanks to DrDeSync for the thumbnail! NOTE: For Namalsk Survival compatibility read below Navigate to your DayzServer -> ServerProfile -> WinterChernarus -> WinterSettings.json, open this with a text editor and make sure these two settings have a "0" at the end of them, this disables our custom scripts so they dont interfere with any other mods that influence temperature. { "Force winter months": 0, "Use modded body temperature": 0 } This should resolve any bugs with compatibility, its up to you to then further integrate other aspects into your servers mission and whatnot, thanks.

Workshop 1597140327 · mod updated 2022-04-23 · analyzed 2026-10-03 02:25 UTC · history · 18 script files

EnvironmentPropsTerrain Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 18% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 99% of this mod's structural load. 0.000 ms/s in all.

99%Event hooks · 99%
1 hook · 0.0002 ms/s
Lifecycle hooks · 1.0%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 99% PlayerBase.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 1.0% MissionServer.OnMissionStart

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnRPC on PlayerBase
per event
no I/O, timers or RPC

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 16 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ChernarusPlusData.WeatherOnBeforeChange — yes ✗ none chernarus_winter_scripts.pbo::scripts\4_World\Classes\Worlds\ChernarusPlus.c:33
Environment.GetWetDelta — yes ✗ none chernarus_winter_scripts.pbo::scripts\4_World\Classes\Environment\Environment.c:4
Environment.ProcessItemsHeat — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Classes\Environment\Environment.c:152
HeatComfortAnimHandler.Process — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Classes\HeatComfortAnimHandler.c:50
InfluenzaAgent.Init — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Classes\TransmissionAgents\Agents\InfluenzaAgent.c:3
InfluenzaAgent.CanAutoinfectPlayer — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Classes\TransmissionAgents\Agents\InfluenzaAgent.c:25
MissionServer.OnMissionStart T3 yes ✓ chernarus_winter_scripts.pbo::scripts\5_Mission\Mission\MissionServer.c:32
ModifiersManager.Init — yes ✓ chernarus_winter_scripts.pbo::scripts\4_World\Classes\PlayerModifiers\ModifiersManager.c:3
PlayerBase.FreezeCheck — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:13
PlayerBase.OnRPC T2 yes ✓ chernarus_winter_scripts.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:37
PlayerBase.OnPlayerLoaded — yes ✓ chernarus_winter_scripts.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:56
PlayerStatsPCO_current.Init — yes ✓ chernarus_winter_scripts.pbo::scripts\4_World\Classes\PlayerStats\PlayerStatsPCO.c:8
Thermometer.GetTemperatureValue — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Entities\ItemBase\Thermometer.c:3
WarmthNotfr.DetermineLevel — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Classes\PlayerNotifiers\Notifiers\WarmthNotfr.c:13
WarmthNotfr.DisplayTendency — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Classes\PlayerNotifiers\Notifiers\WarmthNotfr.c:40
WarmthNotfr.GetObservedValue — yes conditional chernarus_winter_scripts.pbo::scripts\4_World\Classes\PlayerNotifiers\Notifiers\WarmthNotfr.c:63
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnRPCT2 8.0placeholder0.0002
MissionServer.OnMissionStartT3 0.1placeholder0.0000

Includes 0.000 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

Winter_Expansion.pbo

  • Winter_expansion requiredVersion 0.1 — requires DZ_Data, DZ_Surfaces, DZ_Characters, DZ_Sounds_Effects

Winter_Expansion_Zombies.pbo

  • Winter_expansion_Zombies requiredVersion 0.1 — requires DZ_Data, DZ_Surfaces, DZ_Characters

chernarus_winter_scripts.pbo

  • chernarus_winter_scripts requiredVersion 0.1 — requires DZ_Scripts, DZ_Data

plants_trees_winter.pbo

  • DZ_Plants requiredVersion 0.1 — no requiredAddons

surfaces_winter.pbo

  • DZ_Surfaces_Winter requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 46659316fa40eb5b