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ClothingInventoryFix

Mod Support ended with Version 1.26 Mod will work until it won't. Use it if you want but there won't be any more updates Since 1.08 we've been having a lot of issues with mods that use "lockers" or "wardrobes" to store clothes and items inside. IF YOU RUN MuchStuffPack, YOU DON'T NEED THIS MOD. With this you'll be able to: - Store clothes in lockers/wardrobes - Manipulate items inside clothes stored in lockers -… (more)

Mod Support ended with Version 1.26 Mod will work until it won't. Use it if you want but there won't be any more updates Since 1.08 we've been having a lot of issues with mods that use "lockers" or "wardrobes" to store clothes and items inside. IF YOU RUN MuchStuffPack, YOU DON'T NEED THIS MOD. With this you'll be able to: - Store clothes in lockers/wardrobes - Manipulate items inside clothes stored in lockers - Have attachments to clothes on your player and be able to manipulate them WARNING: IF YOU INSTALL THIS SOME ITEMS MIGHT DISAPPEAR OR FALL ON THE GROUND (e.g. items inside Mass's NBC bag did for me) This is by no means a perfect solution. I might have missed certain scenarios. Some scenarios is actually a mod's fault. I've tested all the scenarios I knew that had issues. Any issues, please report in the discord server, don't DM. If you're a modder, subscribe to the tracker ticket https://feedback.bistudio.com/T154093 Example how to fix items: Add: allowOwnedCargoManipulation=1; in the config for bags/containers that have items falling out of them on relog. Credits MDC - The main man for driving me to figure this out. He also showed me how to overwrite the scripts which normally we wouldn't be able to mod. Monetization You may run this on monetized servers as long no item or retexture of an item from this pack is monetized. Copyright Repack is allowed. This work is licensed under ADPL-SA This work is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License This mod can be repacked under your server mod(only server specific mods). This pbo must be run on both client and server. Donations

Workshop 2225837273 · mod updated 2024-06-22 · analyzed 2026-10-03 03:14 UTC · history · 3 script files

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 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% Clothing.CanReceiveAttachment, ItemBase.CanReceiveAttachment

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 PlayerBase (2 vanilla subclasses)
PlayerBase.CalculateVisibilityForAI

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

0_InventoryFixSolo.pbo::scripts\4_World\player_base.c:3

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.

CanReceiveAttachment on Clothing
per event
no I/O, timers or RPC
CanReceiveAttachment on ItemBase
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 7 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
Clothing.CanPutInCargoClothingConditions — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:3
Clothing.CanReceiveItemIntoCargoClothingConditions — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:27
Clothing.CanLoadItemIntoCargoClothingConditions — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:34
Clothing.CanReceiveAttachment T2 yes ✓ 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:41
ItemBase.CanReceiveAttachment T2 yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\ItemBase.c:3
ItemBase.CanLoadAttachment — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\ItemBase.c:23
PlayerBase.CalculateVisibilityForAI — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\player_base.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Clothing.CanReceiveAttachmentT2 8.0placeholder0.0002
ItemBase.CanReceiveAttachmentT2 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.

0_InventoryFixSolo.pbo

  • InventoryFixSolo requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

InventoryFixSolo.pbo

  • InventoryFixSolo_OLD requiredVersion 0.1 — requires InventoryFixSolo

census 1.1 · findings 1.1 · hash b3f752eba32be9e6