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Advanced Weapon Scopes

This mod is designed as almost complete replacement for vanilla scopes for providing more smooth game experience since only my scopes has unique abilities. My recomendation is getting rid of any vanilla scopes except PU, Kobra, PSO and 1PN51. Mod content: EOTech XPS3-4 - familiar holographic sight with ability to attach a G33 magnifier for magnification doubling; Leupold 3.5-10x40 Mk 4 - Riflescope for mid and long… (more)

This mod is designed as almost complete replacement for vanilla scopes for providing more smooth game experience since only my scopes has unique abilities. My recomendation is getting rid of any vanilla scopes except PU, Kobra, PSO and 1PN51. Mod content: EOTech XPS3-4 - familiar holographic sight with ability to attach a G33 magnifier for magnification doubling; Leupold 3.5-10x40 Mk 4 - Riflescope for mid and long range shooting, illuminated reticle; ACOG - Well known scope with 4x magnification. This scope has different reticle from vanilla one and has the option of mounting an additional RMR red dot sight; SpecterDR 1.5-6x - A sight that combines all the advantages of collimator and telescopic sights for short- and medium-range shooting; RMR - Small collimator sight, which can be mounted on an ACOG or a pistol. Also has optional mounts with two different heights for mounting on any other weapon; Dedal DHF-5 - Russian-made optical scope designed for high-precision shooting. Has 5-20x magnification; NF ATACR 7-35x56 - This scope takes accurate long range shooting to a whole new level. Has a 7-35x magnification; NF ATACR 1-8x24 - Is designed and built to be the ultimate low-power variable riflescope. Has a field of view at 1x equivalent to open sights… But vastly more precise; Walther MRS - Open type collimator sight. Because of its design is not often used by military, but is popular among hunters and fans of military tactical games; OKP-7 - Russian-made collimator sight. Extremely convenient in use due to its design; AN/PVS-4 - Passive US Army 2nd generation night vision optical sight. 3.6x magnification; Pilad 4x32 - Russian hunting optic sight. Cheap, heavy, has fixed 4x magnification; Zenit B-13 AK Side Mount - Russian made lightweight genuine Zenit rail mount for AK, allows you to mount ANY of the these sights on the AK mount system; Tri-rail Mount - Aluminum sights mount, allows you to mount ANY of the these sights on the Mosin rifle, SKS, SVT etc. Idea of this mod is give ability to players use any scope on any weapon in this game without unliked limits of "hunting" and "RIS" slots. So to attach scope to the mount you need both items, then combine one with another. To unmount scope from mount - put item in your hands and press LMB. You can repair any scope by Electrical Repair Kit. All of these scopes and mounts uses vanilla slots so this mod is compatible with almost any weapon mod. Red dot sights are made for comfortable use - they are not subject to sun backlighting unlike vanilla ones. Names and description of every item are translatedinto English and Russian (if you want to help with it, contact me). Donation Some of the models and textures used here are made by me from scratch, while others are bought. If you want to donate to support my work, you can do it here: Hipolink Boosty Thank you! Contact me in Discord Inkota#3273 for any questions. I WON'T ACCEPT STEAM FRIENDS REQUEST You can use this mod on monetized severs (if you have BI approval). Copyright 2021-2024 Inkota. This item is not authorized for posting on Steam (i.e. reuploaded, repacked), except under this Steam account named "Inkota".

Workshop 2143128974 · mod updated 2023-11-10 · analyzed 2026-10-03 09:36 UTC · history · 30 script files

Equipment 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 21% 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; 25 others share it. Ranked list.

10
20
30
40
  • 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
  • This mod
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 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
  • 40 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%
2 hooks · 0.0004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99.8% ActionToggleNVMode.ActionCondition, PlayerBase.SetActions

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.

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 ActionToggleNVMode
per event
no I/O, timers or RPC super() on some paths
SetActions on PlayerBase
per event
no I/O, timers or RPC

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 8 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
ActionConstructor.RegisterActions — yes ✓ AdvancedWeaponScopes.pbo::Scripts\4_World\Actions\RegisterActions_Playerbase.c:60
ActionToggleNVMode.ActionCondition T2 yes conditional AdvancedWeaponScopes.pbo::Scripts\4_World\Actions\moddedActionToggleNVMode.c:3
ASVAL.CanEnterIronsights — yes conditional AdvancedWeaponScopes.pbo::Scripts\4_World\Classes\ASVALRifle.c:3
Aug.CanEnterIronsights — yes conditional AdvancedWeaponScopes.pbo::Scripts\4_World\Classes\AugRifle.c:3
DayZPlayerCameraOptics.SetCameraPP — yes conditional AdvancedWeaponScopes.pbo::Scripts\4_World\DontJudgeMeForThisCodePlease.c:5
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ AdvancedWeaponScopes.pbo::Scripts\4_World\Animations.c:3
PlayerBase.SetActions T2 yes ✓ AdvancedWeaponScopes.pbo::Scripts\4_World\Actions\RegisterActions_Playerbase.c:3
PluginRecipesManagerBase.RegisterRecipies — yes ✓ AdvancedWeaponScopes.pbo::Scripts\4_World\Recipes\RegisterRecipies.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.SetActionsT2 8.0placeholder0.0002
ActionToggleNVMode.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.

AdvancedWeaponScopes.pbo

  • AD_XPS34 requiredVersion 0.1 — requires DZ_Weapons_Optics
  • AD_VanillaTweaks_M16 requiredVersion 0.1 — requires DZ_Weapons_Firearms_M16A2
  • AD_SpecterDR requiredVersion 0.1 — requires DZ_Weapons_Optics
  • AD_RMR requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AD_PVS4 requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AD_Pilad requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AD_OKP7 requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AD_NFATACR_1_8 requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AD_NFATACR requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AD_MRS requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AD_MosinMount requiredVersion 0.1 —
    requires 14 addons DZ_Data, DZ_Weapons_Optics, AD_Pilad, AD_DHF5, AD_PVS4, AD_OKP7, AD_RMR, AD_ACOG, AD_MRS, AD_NFATACR, AD_NFATACR_1_8, AD_SpecterDR, AD_LeupoldMk4, AD_XPS34
  • AD_LeupoldMk4 requiredVersion 0.1 — requires DZ_Data
  • AD_DHF5 requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics
  • AdvancedWeaponScopes requiredVersion 0.1 — requires DZ_Data
  • AD_B13Mount requiredVersion 0.1 —
    requires 14 addons DZ_Data, AD_Pilad, AD_DHF5, AD_PVS4, DZ_Weapons_Optics, AD_OKP7, AD_RMR, AD_ACOG, AD_MRS, AD_NFATACR, AD_NFATACR_1_8, AD_SpecterDR, AD_LeupoldMk4, AD_XPS34
  • AD_ACOG requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics

census 1.1 · findings 1.1 · hash c85928b8cdfa6c30