← modperf · analyzed mods

JMod - Full NVG Scope Support & Red Dot Fix

📢 NVG Mod Update - Full Scope Compatibility + Red Dot & Rangefinder Fix! 🔥 🚀 Big update for all NVG users! We've just rolled out a new patch to improve your night vision experience and fix some key issues. 🌙 What This Mod Does In the base game, NVGs only enable night vision on low-magnification scopes, making higher-power optics useless at night. This mod removes that restriction, allowing ALL scopes—regardless of… (more)

📢 NVG Mod Update - Full Scope Compatibility + Red Dot & Rangefinder Fix! 🔥 🚀 Big update for all NVG users! We've just rolled out a new patch to improve your night vision experience and fix some key issues. 🌙 What This Mod Does In the base game, NVGs only enable night vision on low-magnification scopes, making higher-power optics useless at night. This mod removes that restriction, allowing ALL scopes—regardless of magnification—to fully support night vision rendering when NVGs are active. Now, whether you're using a red dot, ACOG, or long-range optic, you’ll always be able to use night vision! 🔧 Fixes & Features: ✅ NVG Compatibility for ALL Scopes! - Now you can use night vision on every optic in the game, including magnified scopes that were previously blocked by vanilla restrictions. ✅ Kobra & Reflex Sights Now Work with NVGs! No more invisible red dots when using NVGs. Both Kobra and Reflex optics are now fully compatible and will remain visible in low-light conditions. ✅ Rangefinder HUD Fix Fixed an issue where the rangefinder’s distance display would remain on screen after exiting the optic. The HUD will now correctly disappear when you stop using the rangefinder. ✅ Performance Tweaks & Bug Fixes - Minor optimizations for NV rendering. - Adjustments to ensure smooth transitions between NV and normal vision modes. ⚠️ Apology for the Bikey Issue We sincerely apologize to server owners for the bikey issue in the latest published version. I unfortunately lost my old bikey, which is why a new one is now being used. I appreciate your patience while this was resolved. The updated bikey is now included in the latest release. If you encounter any further issues, please let us know so we can assist as quickly as possible. ⚡ Update your mod now and experience full NVG compatibility! As always, thanks for your support and keep the feedback coming! 🎯 💬 Got issues or suggestions? Drop them in the Discord! 🚀👀 https://discord.gg/9jhEB6BGqr🔗 Join the Discord

Workshop 2125823097 · mod updated 2025-03-14 · analyzed 2026-10-03 05:31 UTC · history · 1 script files

EquipmentMechanics 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
3 by design

3 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
3 by design
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; 36 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
  • This mod
  • 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
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 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

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
1 hook · 0.0002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 99.8% ActionViewBinoculars.ActionCondition

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

3 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.

By design
Leaf class · ActionViewBinoculars
ActionViewBinoculars replaced on 2 methods · 2 overrides

EnterOptics · ExitOptics

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

1 classActionViewBinoculars
2 locationsJModv2.pbo::WorldScripts\MyScript.c:82
JModv2.pbo::WorldScripts\MyScript.c:111
By design
Leaf class · DayZPlayerCameraOptics
DayZPlayerCameraOptics replaced on 1 method · 1 override

SetCameraPP

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

1 classDayZPlayerCameraOptics
1 locationJModv2.pbo::WorldScripts\MyScript.c:4

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.

ActionCondition on ActionViewBinoculars
per event
no I/O, timers or RPC replaces vanilla

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 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
ActionViewBinoculars.ActionCondition T2 yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:72
ActionViewBinoculars.EnterOptics — yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:82
ActionViewBinoculars.ExitOptics — yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:111
DayZPlayerCameraOptics.SetCameraPP — yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:4
KobraOptic.InitOpticMode — yes ✓ JModv2.pbo::WorldScripts\MyScript.c:161
KobraOptic.IsNVOptic — yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:167
KobraOptic.GetCurrentNVType — yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:172
ReflexOptic.InitOpticMode — yes ✓ JModv2.pbo::WorldScripts\MyScript.c:142
ReflexOptic.IsNVOptic — yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:148
ReflexOptic.GetCurrentNVType — yes ✗ none JModv2.pbo::WorldScripts\MyScript.c:153
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionViewBinoculars.ActionConditionT2 8.0placeholder0.0002

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.

JModv2.pbo

  • JModv2 — no requiredAddons

census 1.1 · findings 1.1 · hash 59c21a967bfaf2d6