NoVehicleDamage
Everyone that plays on somewhat populated servers already experienced a huge lag while driving, causing them to inevitably crash into a tree/house/object. Because in the current state of the game, those lags are unavoidable, i created a little mod that removes the crash damage to cars. This mod does not make cars invincible, they can still be damaged in other ways like shooting them etc., it just allows the car to… (more)
Everyone that plays on somewhat populated servers already experienced a huge lag while driving, causing them to inevitably crash into a tree/house/object. Because in the current state of the game, those lags are unavoidable, i created a little mod that removes the crash damage to cars. This mod does not make cars invincible, they can still be damaged in other ways like shooting them etc., it just allows the car to crash into objects without damaging the car while keeping the driver safe. This helps to make cars more approchable as users don't have to fear bugs causing them to die.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break on base classes or persisted data.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Chain breaks, by consequence
1 override that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.
CarScript.OnContact
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any CarScript.
nvd.pbo::4_World\entities\vehicles\CarScript.c:3Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
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 1 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.
| method | surface | server | super() | where |
|---|---|---|---|---|
CarScript.OnContact |
— | yes | ✗ none | nvd.pbo::4_World\entities\vehicles\CarScript.c:3 |
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.
nvd.pbo
nvdrequiredVersion 0.1 — no requiredAddons
census 1.1 · findings 1.1 · hash 3d9aff9fcdee248c