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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.

Workshop 1735947752 · mod updated 2019-05-14 · analyzed 2026-10-03 02:11 UTC · history · 1 script files

MechanicsVehicle 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
1 to review

1 chain break on base classes or persisted data.

Structural footprint 1.1
A
1 to review
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.

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.

Review
Base class · every CarScript (27 vanilla subclasses)
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:3
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 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.

methodsurfaceserversuper()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

  • nvd requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash 3d9aff9fcdee248c