WindstridesClothingPack
v13.5 This mod pack will bring to life clothing items that i think fits the post-apocalyptic Chernarus. All the items in this pack feature ground models, damage states textures, LODs, male and female models, and some of them, texture variants and custom hand profiles. All the models are developed from scratch by myself, some of them based on existing concepts. I do take commissions in my free time. Wet Textures… (more)
v13.5 This mod pack will bring to life clothing items that i think fits the post-apocalyptic Chernarus. All the items in this pack feature ground models, damage states textures, LODs, male and female models, and some of them, texture variants and custom hand profiles. All the models are developed from scratch by myself, some of them based on existing concepts. I do take commissions in my free time. Wet Textures Credits to Helkhiana, Zelik, and Jad for their scripting work on this feature. Leggings Color/Material variants: PMK-5A Gas Mask Poncho Color Variants: Military Sweater Color Variants: Fingerless Gloves Color/Material Variant: Knee High Sneakers Color Variants: Layered Shirt Color Variants: Shemagh Credits to Ammo for scripting work The bandit wrap of the shemagh clips with most headgears, i might or might not find a solution for this in the future. Color Variants: Canvas Backpack A special thanks to: Not a Banana and Helkhiana for writing the scripts involved in the backpack functionalities! Attachments: Color Variants: Pins Pins that can be attached to the canvas backpack for the sake of customization. Ragged Eyepatch Kneepads Jeans Color Variants: Winter Parka Color Variants: Baseball T-Shirt Color Variants: Flip Flops with Socks Skull / Skull Mask Human Skull can be obtained by cutting up dead bodies. Skull Mask craft recipe: Human skull + knife = Skull Mask Slouch Hat Skate Sneakers Round Glasses Eyepatch Tactical Leg Holster Skinny Jeans And more... This mod is not allowed to be monetized, repacked or reuploaded, unless you got permission from me in the past. Retextures of my mod are allowed. Class Names can be found on a .txt file inside the mod folder. How to make the items spawn in the world? / How to install the mod on the server? Inside the mod folder "@WindstrideClothing" you can find a "Types.xml" file, copy the contents of this file. Go to your Dayz Server folder, and then go to DayZServer/mpmissions/dayzOffline.chernarusplus/db/ In this location you will see a Types.xml file, paste the contents you previously copied into this file. You can always adjust the values to your liking. Contact Windstride#3774 on Discord. Join my Discord server! Do you want to support this mod to keep going with new updates? Consider donating! Huge Thanks to OP from OP_BaseItems, he helped me so much with everything regarding coding and Dayz Tools, if it wasn't for him i wouldn't be modding, check out his mod if you don't know it, it's awesome!
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.
0.000665% of each server frame at 100 players (0.007 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 9 others share it. Ranked list.
Event hooks carry 100% of this mod's structural load. 0.007 ms/s in all.
3 hooks · 0.0066 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 3 hooks | 0.0066 ms/s | 100% | PlayerBase.EEItemAttached, PlayerBase.EEItemDetached, PlayerBase.SetActions |
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.
Other findings
super() only on some paths · 1 · warning
- Pistol_Base.GetInventoryHandAnimation returns true without consulting super.GetInventoryHandAnimation() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
WindstrideClothing.pbo::scripts\4_World\Tactical_Leg_Holster\tactical_leg_holster.c:85
- Pistol_Base.GetInventoryHandAnimation returns true without consulting super.GetInventoryHandAnimation() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
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
All 14 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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\ActionConstructor.c:3 |
ActionConstructor.RegisterActions |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\Eyepatch\eyepatch_dismantle.c:68 |
ActionSkinning.OnFinishProgressServer |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\HumanSkull\humanskull.c:3 |
MaskBase.CanPutAsAttachment |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\HumanSkull\skullmask.c:21 |
ModItemRegisterCallbacks.RegisterTwoHanded |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\Hand_Profiles\hand_profiles.c:3 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\Hand_Profiles\hand_profiles.c:10 |
Pistol_Base.GetInventoryHandAnimation |
— | yes | conditional | WindstrideClothing.pbo::scripts\4_World\Tactical_Leg_Holster\tactical_leg_holster.c:85 |
PlayerBase.SetActions |
T2 | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\Eyepatch\eyepatch_dismantle.c:58 |
PlayerBase.EEItemAttached |
T2 | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\Playerbase.c:3 |
PlayerBase.EEItemDetached |
T2 | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\Playerbase.c:13 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\recipes\gekoseasteregg_craft.c:3 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\recipes\leather_cloak_craft.c:3 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\recipes\ragged_eyepatch_craft.c:3 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | WindstrideClothing.pbo::scripts\4_World\recipes\skullmask_craft.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.EEItemAttached | T2 | 130.0 | measured | 0.0032 |
PlayerBase.EEItemDetached | T2 | 130.0 | measured | 0.0032 |
PlayerBase.SetActions | T2 | 8.0 | placeholder | 0.0002 |
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.
WindstrideClothing.pbo
WindstrideclothingrequiredVersion 0.1 — requiresDZ_Data,DZ_ScriptsBJJ_GI_LowerrequiredVersion 0.1 — requiresDZ_DataBJJ_GI_UpperrequiredVersion 0.1 — requiresDZ_DataCanvas_BackpackrequiredVersion 0.1 — requiresDZ_Data,DZ_Weapons_Melee,DZ_Weapons_Shotguns,DZ_Weapons_Firearms,DZ_Gear_Tools,DZ_Gear_DrinksDefender_VestrequiredVersion 0.1 — requiresDZ_DataEyepatchrequiredVersion 0.1 — requiresDZ_DataFingerless_GlovesrequiredVersion 0.1 — requiresDZ_DataFlipFlopsrequiredVersion 0.1 — requiresDZ_DataGalife_PantsrequiredVersion 0.1 — requiresDZ_DataHigh_Knee_SneakersrequiredVersion 0.1 — requiresDZ_DataKirza_BootsrequiredVersion 0.1 — requiresDZ_DataKneepads_JeansrequiredVersion 0.1 — requiresDZ_DataLayered_ShirtrequiredVersion 0.1 — requiresDZ_DataLeather_cloakrequiredVersion 0.1 — requiresDZ_DataLegging_ShortsrequiredVersion 0.1 — requiresDZ_DataLeggingsrequiredVersion 0.1 — requiresDZ_DataMedium_Sleeves_ShirtrequiredVersion 0.1 — requiresDZ_DataMilitary_SweaterrequiredVersion 0.1 — requiresDZ_DataButton_Pin_RadioactiverequiredVersion 0.1 — requiresDZ_DataGolden_Winged_PinrequiredVersion 0.1 — requiresDZ_DataSheriff_BadgerequiredVersion 0.1 — requiresDZ_DataPlague_MaskrequiredVersion 0.1 — requiresDZ_CharactersPMK_5A_Gas_MaskrequiredVersion 0.1 — requiresDZ_DataWindstride_PonchorequiredVersion 0.1 — requiresDZ_DataRagged_EyepatchrequiredVersion 0.1 — requiresDZ_DataRound_GlassesrequiredVersion 0.1 — requiresDZ_DataScarfrequiredVersion 0.1 — requiresDZ_DataShabby_HoodierequiredVersion 0.1 — requiresDZ_DataAssets_ShemaghrequiredVersion 0.1 — requiresDZ_DataSK8_SneakersrequiredVersion 0.1 — requiresDZ_DataSkinny_JeansrequiredVersion 0.1 — requiresDZ_DataSkullMaskrequiredVersion 0.1 — requiresDZ_Data,DZ_CharactersSlouch_HatrequiredVersion 0.1 — requiresDZ_DataTactical_Leg_HolsterrequiredVersion 0.1 — requiresDZ_Data,DZ_Weapons_Firearms,DZ_CharactersTrapper_HatrequiredVersion 0.1 — requiresDZ_DataWinter_ParkarequiredVersion 0.1 — requiresDZ_DataWool_GreatCoatrequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash 91983951b6b76190