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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

Workshop 2051775667 · mod updated 2026-07-15 · analyzed 2026-10-03 04:09 UTC · history · 57 script files

Stall risks
3 patterns

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
3 to review

3 chain breaks on base classes or persisted data. 2 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
3 to review
Heavier than 88% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 27 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • This mod
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Repeating timers carry 68% of this mod's structural load. 0.619 ms/s in all.

20%Every-frame hooks · 20%
5 hooks · 0.12 ms/s
12%Per-player hooks · 12%
1 hook · 0.074 ms/s
Event hooks · <0.1%
3 hooks · 0.00059 ms/s
Lifecycle hooks · <0.1%
3 hooks · 0.000006 ms/s
68%Repeating timers · 68%
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.

Review
Base class · every AnimalBase (25 vanilla subclasses)
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:68
Review
Base class · every ZombieBase (77 vanilla subclasses)
ZombieBase.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:84
Review
Base class · every ZombieBase (77 vanilla subclasses)
ZombieBase.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:75
By design
Leaf class · BearTrap
BearTrap replaced on 1 method · 1 override

OnServerSteppedOn

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classBearTrap
1 locationPvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_BearTrap.c:3
By design
Leaf class · DayZPlayerSyncJunctures
DayZPlayerSyncJunctures replaced on 1 method · 1 override

SendDamageHitEx

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classDayZPlayerSyncJunctures
1 locationPvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_DayzPlayerSyncJunctures.c:5

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.

OnScheduledTick on PlayerBase
about 30× per player per second
no I/O, timers or RPC super() on some paths
CommandHandler on AnimalBase
every frame, per active instance
no I/O, timers or RPC replaces vanilla
EOnFrame on ZombieBase
every frame, per active instance
no I/O, timers or RPC replaces vanilla
EOnPostFrame on ZombieBase
every frame, per active instance
no I/O, timers or RPC replaces vanilla
OnUpdate on CarScript
every server frame
no I/O, timers or RPC
TickScheduler on MissionServer
every server frame
no I/O, timers or RPC
EEHitBy on ZombieBase
per event
no I/O, timers or RPC super() on some paths
EEHitBy on PlayerBase
per event
timer super() on some paths
EEHitBy on AnimalBase
per event
timer

Other findings

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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
ZombieBase.EOnPostFrameT1 1000.0placeholder0.0248
ZombieBase.EOnFrameT1 1000.0placeholder0.0248
AnimalBase.CommandHandlerT1 1000.0placeholder0.0248
CarScript.OnUpdateT0 1000.0measured0.0248
MissionServer.TickSchedulerT0 1000.0measured0.0248
ZombieBase.EEHitByT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002
AnimalBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.EOnInitT3 0.1placeholder0.0000
MissionBase.OnMissionFinishT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
10000.1400 0.000025PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:18
10000.1400 0.000025PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:25
100000.1400 0.000002PvZmoD_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_CustomisableZombies requiredVersion 0.1 — requires JM_CF_Scripts
  • BoostZombiesVisionAddon requiredVersion 0.1 — requires DZ_AI
  • DZ_Characters_Data_PvzCZ requiredVersion 0.1 — requires DZ_Characters
  • Characters_Zombies_PvzCZ requiredVersion 0.1 — requires DZ_Characters, DZ_Characters_Zombies
  • DZ_Gear_Consumables_PVZCZ requiredVersion 0.1 — requires DZ_Gear_Consumables
  • DZ_Sounds_Effects_PvzCZ requiredVersion 0.1 — requires DZ_Sounds_Effects, DZ_Vehicles_Wheeled
  • DZ_Weapons_Muzzles_PvzCZ requiredVersion 0.1 — requires DZ_Weapons_Muzzles
  • DZ_Weapons_Firearms_VSS_PvzCZ requiredVersion 0.1 — requires DZ_Weapons_Firearms, DZ_Weapons_Firearms_VSS
  • DZ_Pistols_mkii_PvzCZ requiredVersion 0.1 — requires DZ_Pistols, DZ_Pistols_mkii
  • DZ_Weapons_Projectiles_PvzCZ requiredVersion 0.1 — requires DZ_Weapons_Projectiles

census 1.1 · findings 1.1 · hash 4ed365d455f0cca2