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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

Workshop 2106663048 · mod updated 2022-04-27 · analyzed 2026-10-03 10:30 UTC · history · 10 script files

EnvironmentProps Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 10% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit. 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
  • This mod
  • 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
  • 27 mods
    0.46 to 1 ms/s · grade A
  • 9 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
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.

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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

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

  • NatureOverhaul requiredVersion 0.1 — requires DZ_Data

NatureOverhaul_GUI.pbo

  • NatureOverhaul_GUI requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 0d709c6a735e1dd2