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CorpseSearching

CorpseSearching To see items in a corpse, you have to search it first. The [+] icon is removed, pointing at any item that you do not know until you look at its inventory. In this mod there is a configuration file (STCConfig.json) located at the path $profile:/ModConfigs/. The "AddTimeForEachItem" parameter enables the additional time for each item when searching the body. You can enable or disable it. Enabled by… (more)

CorpseSearching To see items in a corpse, you have to search it first. The [+] icon is removed, pointing at any item that you do not know until you look at its inventory. In this mod there is a configuration file (STCConfig.json) located at the path $profile:/ModConfigs/. The "AddTimeForEachItem" parameter enables the additional time for each item when searching the body. You can enable or disable it. Enabled by default. The parameter "TimeForEachItem", is for how many seconds to add to a search for each item in a corpse, works if the "AddTimeForEachItem" parameter is enabled. By default it is 2 seconds. The parameter "DefaultTimeToSearchPlayer" is for how many seconds will the search of a player's corpse last. By default, it will take 10 seconds. The parameter "DefaultTimeToSearchZombie" is for how many seconds will the search a zombie corpse. The default is 3 seconds. Contact me in Discord DeAmouSE#0503 for any questions. Copyright 2020 DeAth. This item is not authorized for posting on Steam, except under the Steam account named "DeAth". If you want to donate to support my work, here's my PayPal. Thank you!

Workshop 2160147503 · mod updated 2020-09-03 · analyzed 2026-10-03 03:39 UTC · history · 10 script files

CharacterEquipmentMechanics 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
1 to review

1 chain break on base classes or persisted data.

Structural footprint 1.1
A
1 to review
Heavier than 56% of 328 scripted mods analyzed.

0.0025% of each server frame at 100 players (0.025 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; 17 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
  • This mod
  • 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

Every-frame hooks carry 99% of this mod's structural load. 0.025 ms/s in all.

99%Every-frame hooks · 99%
1 hook · 0.025 ms/s
Event hooks · 0.8%
1 hook · 0.0002 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 99% MissionServer.OnUpdate
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 0.8% DayZPlayerImplement.OnRPC

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

1 override 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 ZombieBase (77 vanilla subclasses)
ZombieBase.GetActions

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ZombieBase.

SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedZombieBase.c:42

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.

OnUpdate on MissionServer
every server frame
RPC send
OnRPC on DayZPlayerImplement
per event
no I/O, timers or RPC
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
ActionConstructor.RegisterActions — yes ✓ SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\useractionscomponent\actionconstructor.c:3
DayZPlayerImplement.OnRPC T2 yes ✓ SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedDayZPlayerImplement.c:5
MissionServer.OnEvent — yes ✓ SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\Mission\moddedMissionServer.c:6
MissionServer.OnUpdate T0 yes ✓ SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\Mission\moddedMissionServer.c:37
PlayerBase.SetActionsRemoteTarget — yes ✓ SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedplayerbase.c:3
VicinityItemManager.ExcludeFromContainer_Phase1 — yes ✓ SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\moddedVicinityItemManager.c:3
VicinityItemManager.ExcludeFromContainer_Phase2 — yes ✓ SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\moddedVicinityItemManager.c:45
VicinityItemManager.ExcludeFromContainer_Phase3 — yes ✓ SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\moddedVicinityItemManager.c:75
ZombieBase.GetActions — yes ✗ none SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedZombieBase.c:42
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
MissionServer.OnUpdateT0 1000.0measured0.0248
DayZPlayerImplement.OnRPCT2 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.

SearchTheCorpse.pbo

  • SearchTheCorpse_scripts — requires DZ_Data

census 1.1 · findings 1.1 · hash 65dbcdb09dd14c9e