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Easy Signs [by Cl0ud]

Easy Signs [by Cl0ud] You are frustrated and can't read the signs in DayZ? Then maybe this mod is for you! This mod translates all signs which are needed for orientation, so you will always know where you are! Big thank you to Cleetus and Sumrak who helped me with this mod! Features: - Translated settlement signs - Translated direction signs Permissions: You can put the mod in your Steam Collection. You are not… (more)

Easy Signs [by Cl0ud] You are frustrated and can't read the signs in DayZ? Then maybe this mod is for you! This mod translates all signs which are needed for orientation, so you will always know where you are! Big thank you to Cleetus and Sumrak who helped me with this mod! Features: - Translated settlement signs - Translated direction signs Permissions: You can put the mod in your Steam Collection. You are not allowed to reupload or use it outside of this mod. I do not give anyone permission to modify this mod. If you have any questions feel free to ask them below and don't forget to rate my mod ;) If you want to support me (so I can get some more coffee): My Discord If you have suggestions/ideas or bug reports, join my discord and send them there!

Workshop 1612576045 · mod updated 2019-06-30 · analyzed 2026-10-03 06:40 UTC · history · 0 script files

EnvironmentProps 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
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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

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.

directions.pbo

  • DZ_Structures_Signs_Test requiredVersion 0.1 — requires DZ_Data

towns.pbo

  • DZ_Structures_Signs_Test requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 666f8c151632ea04