NatureOverhaul
UPDATED 1.17: NEW KEY ADDED (REMEMBER TO ADD TO YOUR SERVER KEYS FOLDER!) Welcome to the post-apocalyptic ruins of Chernarus‒‒‒‒‒‒ This mod addes over 8000+ (updated 24-05) trees, grass, wrecked cars and roadblocks to the DayZ Chernarus map, with over 25+ locations that have gotten a new overgrown enviroment for you to explore! From more grass assets to more broken down roads filled with cars. This project aims to… (more)
UPDATED 1.17: NEW KEY ADDED (REMEMBER TO ADD TO YOUR SERVER KEYS FOLDER!) Welcome to the post-apocalyptic ruins of Chernarus‒‒‒‒‒‒ This mod addes over 8000+ (updated 24-05) trees, grass, wrecked cars and roadblocks to the DayZ Chernarus map, with over 25+ locations that have gotten a new overgrown enviroment for you to explore! From more grass assets to more broken down roads filled with cars. This project aims to give DayZ a renewed enviroment for the community to discover. Progress‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ This project is inactive for the time being since there is a limit to how many assets that can be added, for any questions drop a comment or contact Kaffeina#4138 on discord Encounter a bug or got feedback? Drop a comment and we will look into it, thanks! WORKING FOR THE 1.15 UPDATE‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Server installation: 1. Subscribe to the mod on Steam Workshop. 2. Add mod to the -mod= parameter for server: "-mod=@Builderitems;@NatureOverhaul;" (note that NatureOverhaul have to come after BuilderItems) Mod Requirement: BuilderItems must be installed first for this mod to work! OPTIONAL: - For optimal eniroment overhaul effect add the Summer_Chernarus mod Join my Workshop discord for information about my mods and to get server support Discord: https://discord.gg/3AYpt69afq If you like this project and wanna help me out - or just buy me a cup of coffee perhaps - consider giving a donation as a way of helping out future projects! https://www.paypal.me/Csnielsen SPECIAL THANKS TO: Kung Fu | Helkhiana Q: Does this mod work for Livonia or other maps? A: No, this mod only works for Chernarus. Livonia Overhaul is in progress and will be added soon. Q: Can I add this mod and the Winter Chernarus mod? A: Yes they work together - however some areas might still be green from the grass assets. Q: Is this working with the DayZ Expansion mod? A: Yes SnowOverhaul‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ https://steamcommunity.com/sharedfiles/filedetails/?id=2310047969 ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ DO NOT REPACK | REDISTRUBUTE | IF YOU WANT TO REPACKING THE MOD CONTACT Kaffeina#4138 FOR PERMISSION (DISCORD) ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ © Copyright 2020 - All rights reserved by Kaffeina [https://steamcommunity.com/id/Kaffeina2020/] v.1.17
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.
less than 0.001% of each server frame at 100 players (0.000 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. Ranked list.
Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.
10 hooks · 0.00002 ms/s
| Lifecycle hooksrun when an entity is created, loaded or deleted | 10 hooks | 0.00002 ms/s | 81% | MissionServer.OnInit |
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.
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 10 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 |
|---|---|---|---|---|
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul1.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul2.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul3.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul4.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul5.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul6.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul7.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul8.c:6 |
MissionServer.OnInit |
T3 | yes | ✓ | NatureOverhaul.pbo::scripts\5_mission\NatureOverhaul9.c:6 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
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.
NatureOverhaul.pbo
NatureOverhaulrequiredVersion 0.1 — requiresDZ_Data
NatureOverhaul_GUI.pbo
NatureOverhaul_GUIrequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash 0d709c6a735e1dd2