PvZmoD_CustomisableZombies
Key Features - Customisable Health, Resistance, Movements, Strength and Vision Distance for the different zombies categorie. - Each characteristics can have a different value for day and night time. - All characteristics are customisable without mod repack needed, no server restart needed (the admin have just to press numpad4 ingame to apply changes made in xml files). - Features well documented. - This mod manage… (more)
Key Features - Customisable Health, Resistance, Movements, Strength and Vision Distance for the different zombies categorie. - Each characteristics can have a different value for day and night time. - All characteristics are customisable without mod repack needed, no server restart needed (the admin have just to press numpad4 ingame to apply changes made in xml files). - Features well documented. - This mod manage only zombie based creatures, not animals. ---------------------------------------------------------------------------------------------------- Detailed customisable characteristics --- Health points : ---------- Day / Night time --- Resistance to : ---------- Bullets ---------- Melee Weapons ---------- Heavy Attacks ---------- Vehicles ---------- Explosions ---------- HeadShots ---------- Toxic Gas ---------- Backstab ---------- Day / Night time --- Movements : ---------- Minimum speed ---------- Maximum speed ---------- Chance to spawn crawling ---------- Make zombies never crawl ---------- Day / Night time --- Strength : ---------- Health damage ---------- Shock damage ---------- Stamina damage ---------- Blood damage ---------- Bleeding chance ---------- All of that with different values for Blocked / Unblocked attacks ---------- Crawling zombies spoil shoes. ---------- Day / Night time --- Vision Distance : ---------- If player have bloody hands or not ---------- If player wear a special mask or not ---------- Day / Night time ---------------------------------------------------------------------------------------------------- Side features Day/Night Time : You can modify the beginning and the end hour of the night (default vanilla values are not very consistent in my opinion). This only affect the time when characteristics switch from day to night (and night to day) it does not affect server speed day/night times. Fist fighting : It is very easy to fight zombies with fist so I added a little damage and a chance to bleed during fist fighting (not to death of course) when player fist fight without glove and gloves degradation when player does wear gloves. This option is of course fully customisable and deactivable. Modifications in cpp files : (can't be modified without repacking) - Zombies inventory size increased. - Zombies mask and eyes slots activated. - Zombies are less easily attracted by the impact of bullet and the shots with suppressor (and the durability of the suppressors have been increased). Other : - Zombies can break closed doors that are not locked with a lockpick. - Crushing zombies with cars damage vehicle radiator. - Zombies can hit the stopped cars. - Crossbow oneshot if zombies are shot in the head. - Helmets protect zombies from headshots. - Player's heavy attacks can hit many zombies at the same time. - Zombies can hit players on obstacle like cars (and sometime through buildings windows) - Zombies can throw stones on player who are on obstacle. - Bear traps make zombies crawling if they are not killed by it. - WW are friendly. - This mod can be use to modify zombies from another mod (but you have to test, it doesn't work for some creatures, Look at the list here). - Each key feature can easily be deactivated independently. - These is « global factors » to easily modify main characteristics for all zombies at once. ---------------------------------------------------------------------------------------------------- Useful Links Installation Instructions (Omega Manager users, read carefully instructions). Known Bugs. Compatibility with the other mods. Patch notes ---------------------------------------------------------------------------------------------------- Permissions You CAN use, modify, repack the mod as you need. (do not simply redistribute it with another name and don't forget credits) My other mods: PvZmoD Spawn System PvZmoD The Dark Horde Longer Sunrise And Sunset Pumpkin On Zombies Christmas Event Enhanced Complete Vehicles Spawner ZombiesVsPredators
Patterns that can stall a single frame regardless of the load figure — see below.
3 chain breaks on base classes or persisted data. 2 more are whole-class replacements of specific classes.
0.0619% of each server frame at 100 players (0.619 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; 27 others share it. Ranked list.
Repeating timers carry 68% of this mod's structural load. 0.619 ms/s in all.
5 hooks · 0.12 ms/s
1 hook · 0.074 ms/s
3 hooks · 0.00059 ms/s
3 hooks · 0.000006 ms/s
3 timers · 0.42 ms/s
| Every-frame hooksrun every server frame | 5 hooks | 0.12 ms/s | 20% | AnimalBase.CommandHandler, CarScript.OnUpdate, MissionServer.TickScheduler and 2 more |
| Per-player hooksrun about 30 times a second for each player | 1 hook | 0.074 ms/s | 12% | PlayerBase.OnScheduledTick |
| Event hooksrun when something happens: an inventory move, a hit, an action | 3 hooks | 0.00059 ms/s | <0.1% | AnimalBase.EEHitBy, PlayerBase.EEHitBy, ZombieBase.EEHitBy |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 3 hooks | 0.000006 ms/s | <0.1% | MissionBase.OnMissionFinish, MissionServer.InvokeOnConnect, ZombieBase.EOnInit |
| Repeating timersstay in the timer queue, which is walked every frame | 3 timers | 0.42 ms/s | 68% | 2 × every 1 s, every 10 s |
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.
Chain breaks, by consequence
5 overrides 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.
AnimalBase.CommandHandler T1
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any AnimalBase.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:68ZombieBase.EOnFrame T1
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ZombieBase.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:84ZombieBase.EOnPostFrame T1
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ZombieBase.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:75OnServerSteppedOn
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
BearTrap1 location
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_BearTrap.c:3SendDamageHitEx
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
DayZPlayerSyncJunctures1 location
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_DayzPlayerSyncJunctures.c:5Where 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.
OnScheduledTick on PlayerBaseCommandHandler on AnimalBaseOther findings
super() only on some paths · 11 · warning
- AITargetCallbacksPlayer.GetMaxVisionRangeModifier calls super.GetMaxVisionRangeModifier() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_AITargetCallbacksPlayer.c:102 - ActionCloseDoors.OnEndServer calls super.OnEndServer() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_Classes\UserActionsComponent\Actions\Interact\actionclosedoors.c:3 - ActionOpenDoors.OnEndServer calls super.OnEndServer() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_Classes\UserActionsComponent\Actions\Interact\actionopendoors.c:3 - PlayerBase.CanBeTargetedByAI returns true without consulting super.CanBeTargetedByAI() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:74 - PlayerBase.EEHitBy calls super.EEHitBy() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:40 - PlayerBase.OnScheduledTick calls super.OnScheduledTick() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:86 - ZombieBase.EEHitBy calls super.EEHitBy() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:121 - ZombieBase.EvaluateDamageHitAnimation calls super.EvaluateDamageHitAnimation() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:135 - Animal_CanisLupus.CanBeTargetedByAI vetoes early (returns false) on some paths and defers to super.CanBeTargetedByAI() otherwise — composes safely with vanilla's and earlier mods' conditions.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:4 - ZombieBase.CanBeTargetedByAI vetoes early (returns false) on some paths and defers to super.CanBeTargetedByAI() otherwise — composes safely with vanilla's and earlier mods' conditions.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:241 - ZombieBase.HandleCrawlTransition vetoes early (returns false) on some paths and defers to super.HandleCrawlTransition() otherwise — composes safely with vanilla's and earlier mods' conditions.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:160
- AITargetCallbacksPlayer.GetMaxVisionRangeModifier calls super.GetMaxVisionRangeModifier() only on some paths — on the others the chain below this mod is dropped.
Checks answered without super() · 2 · warning
- ZombieBase.CanBeBackstabbed returns its own answer without consulting super.CanBeBackstabbed() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:279 - ZombieBase.FightLogic returns its own answer without consulting super.FightLogic() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:329
- ZombieBase.CanBeBackstabbed returns its own answer without consulting super.CanBeBackstabbed() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Per-player-per-frame hooks · 1 · warning
- PlayerBase.OnScheduledTick runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:86
- PlayerBase.OnScheduledTick runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
Timers created inside event paths · 2 · heuristic
- AnimalBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:48 - PlayerBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:40
- AnimalBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
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 33 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 |
|---|---|---|---|---|
ActionCloseDoors.OnEndServer |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_Classes\UserActionsComponent\Actions\Interact\actionclosedoors.c:3 |
ActionOpenDoors.OnEndServer |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_Classes\UserActionsComponent\Actions\Interact\actionopendoors.c:3 |
AITargetCallbacksPlayer.GetMaxVisionRangeModifier |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_AITargetCallbacksPlayer.c:102 |
Animal_CanisLupus.CanBeTargetedByAI |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:4 |
AnimalBase.EEHitBy |
T2 | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:48 |
AnimalBase.CommandHandler |
T1 | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:68 |
BearTrap.OnServerSteppedOn |
— | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_BearTrap.c:3 |
CarScript.OnUpdate |
T0 | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_CarScript.c:4 |
ContaminatedTrigger.OnEnterServerEvent |
— | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\SriptedEntities\Trigger\Pvz_CZ_ContaminatedTrigger.c:3 |
DayZPlayerMeleeFightLogic_LightHeavy.EvaluateFinisherAttack |
— | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_Finisher.c:3 |
DayZPlayerSyncJunctures.SendDamageHitEx |
— | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_DayzPlayerSyncJunctures.c:5 |
MissionBase.OnKeyPress |
— | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\5_Mission\PvZ_CZ_5_Mission\CZ_Mission\Pvz_CZ_MissionBase.c:164 |
MissionBase.OnMissionFinish |
T3 | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\5_Mission\PvZ_CZ_5_Mission\CZ_Mission\Pvz_CZ_MissionBase.c:267 |
MissionGameplay.OnUpdate |
T0 | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\5_Mission\PvZ_CZ_5_Mission\CZ_Mission\Pvz_CZ_MissionGameplay.c:3 |
MissionServer.InvokeOnConnect |
T3 | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\5_Mission\PvZ_CZ_5_Mission\CZ_Mission\Pvz_CZ_MissionServer.c:12 |
MissionServer.TickScheduler |
T0 | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\5_Mission\PvZ_CZ_5_Mission\CZ_Mission\Pvz_CZ_MissionServer.c:34 |
NoiseAIEvaluate.GetNoiseMultiplier |
— | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_Static\Pvz_CZ_sensesaievaluate.c:3 |
PlayerBase.EEHitBy |
T2 | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:40 |
PlayerBase.CanBeTargetedByAI |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:74 |
PlayerBase.OnScheduledTick |
T1 | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:86 |
PlayerBase.EOnContact |
— | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:137 |
ZombieBase.EOnPostFrame |
T1 | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:75 |
ZombieBase.EOnFrame |
T1 | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:84 |
ZombieBase.EOnInit |
T3 | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:91 |
ZombieBase.Init |
— | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:108 |
ZombieBase.EEHitBy |
T2 | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:121 |
ZombieBase.EvaluateDamageHitAnimation |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:135 |
ZombieBase.ChaseAttackLogic |
— | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:152 |
ZombieBase.HandleCrawlTransition |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:160 |
ZombieBase.FightAttackLogic |
— | yes | ✓ | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:224 |
ZombieBase.CanBeTargetedByAI |
— | yes | conditional | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:241 |
ZombieBase.CanBeBackstabbed |
— | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:279 |
ZombieBase.FightLogic |
— | yes | ✗ none | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\creatures\Pvz_CZ_ZombieBase.c:329 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.OnScheduledTick | T1 | 3000.0 | measured | 0.0744 |
ZombieBase.EOnPostFrame | T1 | 1000.0 | placeholder | 0.0248 |
ZombieBase.EOnFrame | T1 | 1000.0 | placeholder | 0.0248 |
AnimalBase.CommandHandler | T1 | 1000.0 | placeholder | 0.0248 |
CarScript.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
MissionServer.TickScheduler | T0 | 1000.0 | measured | 0.0248 |
ZombieBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
AnimalBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
ZombieBase.EOnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionBase.OnMissionFinish | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.InvokeOnConnect | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 1000 | 0.1400 | 0.000025 | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:18 |
| 1000 | 0.1400 | 0.000025 | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:25 |
| 10000 | 0.1400 | 0.000002 | PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:19 |
Includes 0.075 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.
PvZmoD_CustomisableZombies.pbo
LIVEN_PvZmoD_CustomisableZombiesrequiredVersion 0.1 — requiresJM_CF_ScriptsBoostZombiesVisionAddonrequiredVersion 0.1 — requiresDZ_AIDZ_Characters_Data_PvzCZrequiredVersion 0.1 — requiresDZ_CharactersCharacters_Zombies_PvzCZrequiredVersion 0.1 — requiresDZ_Characters,DZ_Characters_ZombiesDZ_Gear_Consumables_PVZCZrequiredVersion 0.1 — requiresDZ_Gear_ConsumablesDZ_Sounds_Effects_PvzCZrequiredVersion 0.1 — requiresDZ_Sounds_Effects,DZ_Vehicles_WheeledDZ_Weapons_Muzzles_PvzCZrequiredVersion 0.1 — requiresDZ_Weapons_MuzzlesDZ_Weapons_Firearms_VSS_PvzCZrequiredVersion 0.1 — requiresDZ_Weapons_Firearms,DZ_Weapons_Firearms_VSSDZ_Pistols_mkii_PvzCZrequiredVersion 0.1 — requiresDZ_Pistols,DZ_Pistols_mkiiDZ_Weapons_Projectiles_PvzCZrequiredVersion 0.1 — requiresDZ_Weapons_Projectiles
census 1.1 · findings 1.1 · hash 4ed365d455f0cca2