No Shoe Damage
What does it do? No Shoe Damage does what it says on the tin. It removes your shoes getting damaged as you use them. As well as the chance to cut your feet when running barefoot. Server Owner Instructions As with most mods install instructions follow the same patten. - Copy the mod from !Workshop to DayzServer root. - Copy the CooltrainV3.bikey into your server keys folder. - Add the @No Shoe Damage to your server… (more)
What does it do? No Shoe Damage does what it says on the tin. It removes your shoes getting damaged as you use them. As well as the chance to cut your feet when running barefoot. Server Owner Instructions As with most mods install instructions follow the same patten. - Copy the mod from !Workshop to DayzServer root. - Copy the CooltrainV3.bikey into your server keys folder. - Add the @No Shoe Damage to your server launch parameter. It doesn't seem to be working? What should I do? This mod changes the constant value used by the game for both shoe and foot damage. As such this mod needs to be loaded LAST in order for it to override other mods that change the same value. What version does it require? Working on the latest 1.16 stable version Can I repack this mod? Yes. This mod is only simple wrapper for a constant change. You can ignore the text file inside the PBO which states otherwise. I'm not going to update just to remove this file. This "mod" can be recreated by anyone This mod exists for those too lazy to change the following 2 lines inside playerconstants.c static const float BAREFOOT_MOVEMENT_BLEED_MODIFIER = 0; static const float SHOES_MOVEMENT_DAMAGE_PER_STEP = 0;
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
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.
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.
NoShoeDamage.pbo
NoShoeDamagerequiredVersion 1 — no requiredAddons
census 1.1 · findings 1.1 · hash d63ca18698970bfc