Modular Vest System
MVS IS NO LONGER RECEIVING UPDATES as of July, 2021 SERVER FILES Note: All associated attachments work ONLY for the intended model. Items are annotated with "MVS" to distinguish themselves from normal gear. I may add an additional proxy to allow default plate carrier pouches, but its not currently in scope FAQ: Can I repack MVS? Yes, you are allowed to repack MVS and use as you wish Can I retexture MVS? Yes, create… (more)
MVS IS NO LONGER RECEIVING UPDATES as of July, 2021 SERVER FILES Note: All associated attachments work ONLY for the intended model. Items are annotated with "MVS" to distinguish themselves from normal gear. I may add an additional proxy to allow default plate carrier pouches, but its not currently in scope FAQ: Can I repack MVS? Yes, you are allowed to repack MVS and use as you wish Can I retexture MVS? Yes, create the retextured items using your own server mod pack. You may unpack MVS just to get the example .paa files Can I monetize MVS? Yes Why isn't MVS gear spawning on my server? Validate your types.xml Can MVS Bags be buried? No Attachments keep despawning on my gear... Ensure ClothingInventoryFix is installed and you DON'T have Cl0ud's Military Expansion (its incorrectly modded). Post 1.10 update, there have been issues with gear loss How do I attach... Check server files link for details What is the armor value of... MVS Vest Same as vanilla plate carrier Chest Rig same as vanilla high capacity vest MVS Heavy 1.5x more protection than vanilla plate MVS ACH and Opscore same as the vanilla combat helmet MVS Armored, Warrior, Altyn approx .5x more protection than vanilla helmets Additionally, this MVS platform can be stored on an armor rack, which can be placed using a kit. The kit can be crafted with 10 planks and 10 nails. The armor rack can be dismantled using a hatchet. The armor rack ONLY accepts the MVS platform. This is due to various modded equipment having altererd proxy rotations that ultimately prevent this rack from being used for any vest type. Think of this mod as an all-in-one package for those that want to show off a nice piece of kit.
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.
Other findings
super() only on some paths · 3 · warning
- ActionDeployObject.OnEndServer calls super.OnEndServer() only on some paths — on the others the chain below this mod is dropped.
ModularVestSystem.pbo::Scripts\4_World\ArmorRack_ActionDeployObject.c:4 - Hologram.EvaluateCollision calls super.EvaluateCollision() only on some paths — on the others the chain below this mod is dropped.
ModularVestSystem.pbo::Scripts\4_World\ArmorRack_Hologram.c:71 - Hologram.ProjectionBasedOnParent calls super.ProjectionBasedOnParent() only on some paths — on the others the chain below this mod is dropped.
ModularVestSystem.pbo::Scripts\4_World\ArmorRack_Hologram.c:37
- ActionDeployObject.OnEndServer calls super.OnEndServer() only on some paths — on the others the chain below this mod is dropped.
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 6 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 | ✓ | ModularVestSystem.pbo::Scripts\4_World\ActionConstructor.c:3 |
ActionDeployObject.OnEndServer |
— | yes | conditional | ModularVestSystem.pbo::Scripts\4_World\ArmorRack_ActionDeployObject.c:4 |
Hologram.ProjectionBasedOnParent |
— | yes | conditional | ModularVestSystem.pbo::Scripts\4_World\ArmorRack_Hologram.c:37 |
Hologram.EvaluateCollision |
— | yes | conditional | ModularVestSystem.pbo::Scripts\4_World\ArmorRack_Hologram.c:71 |
PlayerBase.Init |
— | yes | ✓ | ModularVestSystem.pbo::Scripts\4_World\MVS_Pack.c:3 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | ModularVestSystem.pbo::Scripts\4_World\Recipe\RegisterRecipies.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.
ModularVestSystem.pbo
ModularVestSystemrequiredVersion 0.1 — requiresDZ_Data,DZ_Characters_Vests,DZ_Characters_Backpacks,DZ_Scripts,DZ_Characters,DZ_Gear_Drinks,DZ_Gear_Medical,DZ_Gear_Containers,DZ_Weapons_MagazinesModularVestSystemrequiredVersion 0.1 — requiresDZ_Data,DZ_Characters_Vests,DZ_Characters_Backpacks,DZ_Scripts,DZ_Characters,DZ_Gear_Drinks,DZ_Gear_Medical,DZ_Gear_Containers,DZ_Weapons_Magazines
census 1.1 · findings 1.1 · hash ac7d6f632e5b4c57