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No Fall Damage

Mod that removes fall damage entirely. Tested and working with 1.21 - should be compatible with all future versions unless Bohemia fundamentally changes how fall damage works (again..), compatible with expansion Please rate if you like this mod. Thanks! Mod name: @No Fall Damage Link to my latest mod 'Better Sway': https://steamcommunity.com/sharedfiles/filedetails/?id=2979834133

Workshop 2206883100 · mod updated 2023-05-23 · analyzed 2026-10-03 06:18 UTC · history · 1 script files

CharacterMechanics 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
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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

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.

GCC_No_Fall_Dmg.pbo

  • GCC_No_Fall_Dmg requiredVersion 1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables, DZ_Vehicles_Wheeled, DZ_Structures_Residential, DZ_Sounds_Effects, DZ_Sounds_Weapons

census 1.1 · findings 1.1 · hash a9f6c1dcbac7b9ee