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VanillaRoadPartsPack

Note: This needs to be run on Server and Client. rbldr RBLDR rbldr_ Any Vanilla road you use (Not including these rbldr_) will break any baked road of that same object. Even vbldr or bldr because they all use the same models the game use. This mod is a copy of licensed models from Bohemia Interactive that has been licensed under ADPL-SA. These additional sets of roads when used with DayZ-Editor and… (more)

Note: This needs to be run on Server and Client. rbldr RBLDR rbldr_ Any Vanilla road you use (Not including these rbldr_) will break any baked road of that same object. Even vbldr or bldr because they all use the same models the game use. This mod is a copy of licensed models from Bohemia Interactive that has been licensed under ADPL-SA. These additional sets of roads when used with DayZ-Editor and DayZ-Editor-Loader will not cause texture issues with the baked roads throughout the map. Also, all road variants are now place able and will conform to the ground, regardless of the map! Recommend to use DayZ-Editor and Loader .dze file types to load edits server side. DayZ-Editor can be found here : Dayz-Editor DayZ Editor Loader can be found here : DayZ Editor Loader There have been no attempts to test any of these models with any other mod that has the ability to place objects including init.c method. Just use .dze files from DayZ Editor/ Loader. Results may vary. Class-name prefix: rbldr_road easiest search for all usable roads, rbldr to show all others ie. path and runway. Changes were made to many models. Specifically how road-terrain behavior works, and Y axis values. No changes done to their default texture paths. There is also a config set up for them to be used. Crude change-log included. License With this license you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions: • Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). • Noncommercial — You may not use this material for any commercial purposes. • Arma and DayZ Only - You may not convert or adapt this material to be used in other games than Arma and DayZ. • Share Alike — If you adapt, or build upon this material, you may distribute the resulting material only under the same license. To view a copy of this license, visit https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa

Workshop 2353800408 · mod updated 2024-11-13 · analyzed 2026-10-03 05:01 UTC · history · 0 script files

Environment 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.

VanillaRoadPartsPack.pbo

  • VanillaRoadPartsPack requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 666f8c151632ea04