← modperf · analyzed mods

Banov

Banov is the first map inspired by the diverse Slovak landscape, specifically the Banov District and its surroundings. With an area of 256 km², it will keep you occupied all day if you decide to explore it in depth. Banov features 1 city, 35 villages, 2 water reservoirs, 1 large airport, 2 small airport, and many other interesting places and dwellings where the marks of time are evident. As a bonus, we've added… (more)

Banov is the first map inspired by the diverse Slovak landscape, specifically the Banov District and its surroundings. With an area of 256 km², it will keep you occupied all day if you decide to explore it in depth. Banov features 1 city, 35 villages, 2 water reservoirs, 1 large airport, 2 small airport, and many other interesting places and dwellings where the marks of time are evident. As a bonus, we've added special hidden locations throughout the map, and it will depend on your skills and abilities whether you discover them all. Banov means navigating through dense forests, crossing overgrown meadows, trekking through swamps, seeking refuge by wild rivers, all while getting to know the beautiful fauna of our region. You can enjoy panoramic views, search for items and food necessary for survival, but above all, it's a battle for survival as danger lurks at every step. You'll also be challenged by rapidly changing weather, where a sunny day can quickly turn into a heavy downpour. Additionally, Banov is home to four large underground complexes that play a crucial role in the map's storyline. These hidden and deeply concealed complexes add a new dimension and tension to the game, offering various challenges and mysteries that motivate players to explore and collaborate. Uncovering and exploring them is key to progressing in the map's narrative and can reveal important information, supplies, or unexpected dangers. So, be prepared for underground adventures and don't forget to rely on your courage and tactics when investigating them. Inspired by real cities, villages, and forests, you'll find not only beautiful scenery on the map but also safe locations where you can build your base and hide from other players, whether they are survivors without infection or those affected by the infection. Given the dense forests and watercourses on the map, you'll have plenty of options to obtain food. With a bit of skill, starvation will not be your fate. Good luck!! Do you like the projects that I work on? Consider supporting me in my future endeavours! All money goes towards keeping my website and hardware up and running for the years to come. click or press "Support the Author image" Thank you! WARNING & LICENSE NOTICE This project is protected by copyright law. The BANOV map and all related assets are provided for use within DayZ only. You are NOT allowed to: • Re-upload this map or its assets to other platforms without permission • Claim this map or assets as your own work • Sell this map or any included assets • Redistribute modified versions without written permission from the author • Use the map or assets in other games or commercial products Server monetization must follow official Bohemia Interactive monetization rules. Allowed examples include: • Voluntary donations • Cosmetic or non gameplay affecting supporter perks • Community support features Unauthorized re-uploads or redistribution may be subject to DMCA takedown requests. This project is not affiliated with or endorsed by Bohemia Interactive. DayZ is a trademark of Bohemia Interactive. Sumrak Yama Connor CDS WarDog Cuky Yuretskiy Arkaim HunterzCZ Ruffaz DILLIGAF_TEX AzuryAlpha DanceOfJesus Dumpgrah Asmondian Redmain11 Geordie_pv -DL- Büskermolen Donators - This map utilizes assets from Central European asset pack https://steamcommunity.com/sharedfiles/filedetails/?id=2330497955 Join the Official Banov Discord to share your experience, screenshots, videos, place suggestions, report issues or get details around hosting your own server below.

Workshop 2415195639 · mod updated 2026-10-15 · analyzed 2026-10-15 19:37 UTC · history · 92 script files

EnvironmentMechanicsPropsSoundTag ReviewTerrainWeapon 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
3 to review

3 chain breaks on base classes or persisted data. 8 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
3 to review
Heavier than 70% of 328 scripted mods analyzed.

0.0141% of each server frame at 100 players (0.141 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; 40 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
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • This mod
  • 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

Repeating timers carry 99% of this mod's structural load. 0.141 ms/s in all.

Event hooks · 0.8%
6 hooks · 0.0012 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
99%Repeating timers · 99%
1 timer · 0.14 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0012 ms/s 0.8% ActionCloseDoors.ActionCondition, ActionLockDoors.ActionCondition, ActionOpenDoors.ActionCondition and 3 more
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s <0.1% MissionServer.OnInit
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 99% every 500 ms

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

11 overrides 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 DayZGame
DayZGame.ConnectLaunch

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

BanovUI.pbo::scripts\3_Game\client\DayZGame.c:19
Review
Base class · every DayZPlayerImplement (4 vanilla subclasses)
DayZPlayerImplement.ShowDeadScreen

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

BanovUI.pbo::scripts\4_World\entities\DayZPlayerImplement.c:20
Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.ProcessHoldBreath

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

NanoOblek.pbo::Scripts\4_World\Entities\playerbase.c:41
By design
Leaf class · StaminaHandler
StaminaHandler replaced on 3 methods · 3 overrides

StaminaProcessor_Ladder · StaminaProcessor_Move · StaminaProcessor_Swimming

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classStaminaHandler
3 locationsNanoOblek.pbo::Scripts\4_World\Entities\staminahandler.c:94
NanoOblek.pbo::Scripts\4_World\Entities\staminahandler.c:9
NanoOblek.pbo::Scripts\4_World\Entities\staminahandler.c:127
By design
Leaf class · IntroSceneCharacter
IntroSceneCharacter replaced on 1 method · 1 override

CharacterLoad

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classIntroSceneCharacter
1 locationBanovUI.pbo::scripts\4_World\classes\IntroSceneCharacter.c:27
By design
Leaf class · RespawnDialogue
RespawnDialogue replaced on 1 method · 1 override

ColorHighlight

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classRespawnDialogue
1 locationBanovUI.pbo::scripts\5_Mission\gui\RespawnDialogue.c:36
By design
Leaf class · PunchedCard
PunchedCard replaced on 1 method · 1 override

OnUse

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classPunchedCard
1 locationSingleUsePunchedCard.pbo::scripts\4_World\entities\PunchedCard.c:10
By design
Family · DynamicMusicPlayerRegistry and its 3 vanilla subclasses
DynamicMusicPlayerRegistry replaced on 1 method · 1 override

RegisterTracksMenu

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classDynamicMusicPlayerRegistry
1 locationBanovUI.pbo::scripts\3_Game\client\DynamicMusicPlayerRegistry.c:3
By design
Leaf class · LoadingScreen
LoadingScreen replaced on 1 method · 1 override

Show

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classLoadingScreen
1 locationBanovUI.pbo::scripts\3_Game\client\LoadingScreen.c:63

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 × 4 classes
per event
no I/O, timers or RPC super() on some paths
SetActions × 2 classes
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 69 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
ActionCloseDoors.ActionCondition T2 yes conditional BanovScripts.pbo::scripts\4_World\classes\useractionscomponent\modded\interact\actionclosedoors.c:3
ActionConstructor.RegisterActions — yes ✓ BanovScripts.pbo::scripts\4_World\classes\useractionscomponent\actionconstructor.c:3
ActionConstructor.RegisterActions — yes ✓ NanoOblek.pbo::Scripts\4_World\Classes\actionconstructor.c:3
ActionConstructor.RegisterActions — yes ✓ YRTSK_Banov_Pod.pbo::scripts\4_World\Actions\ActionConstructor.c:3
ActionLockDoors.ActionCondition T2 yes conditional BanovScripts.pbo::scripts\4_World\classes\useractionscomponent\modded\continuous\actionlockdoors.c:3
ActionOpenDoors.ActionCondition T2 yes conditional BanovScripts.pbo::scripts\4_World\classes\useractionscomponent\modded\interact\actionopendoors.c:3
ActionUnlockDoors.ActionCondition T2 yes conditional BanovScripts.pbo::scripts\4_World\classes\useractionscomponent\modded\continuous\actionunlockdoors.c:3
AreaExposureMdfr.BleedingSourceCreateCheck — yes conditional NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\TLS_NanoHelm_v2_Base.c:227
Armband_ColorBase.GetAttachmentExclusionInitSlotValue — yes ✓ NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\NanoSuit_ClothingCompatibility.c:87
Backpack_Base.GetAttachmentExclusionInitSlotValue — yes ✓ NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\NanoSuit_ClothingCompatibility.c:27
Belt_Base.GetAttachmentExclusionInitSlotValue — yes ✓ NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\NanoSuit_ClothingCompatibility.c:12
Crowbar.SetActions T2 yes ✓ YRTSK_Banov_Pod.pbo::scripts\4_World\Crowbar.c:3
DayZAnimalCommandAttackModdable.OnActivate — yes ✓ YRTSK_Arachnids.pbo::scripts\4_World\DayZAnimalCommandAttackModdable.c:5
DayZAnimalCommandAttackModdable.PreAnimUpdate — yes ✓ YRTSK_Arachnids.pbo::scripts\4_World\DayZAnimalCommandAttackModdable.c:11
DayZGame.OnActivateMessage — yes ✓ BanovScripts.pbo::scripts\3_Game\DayZGame.c:5
DayZGame.OnDeactivateMessage — yes ✓ BanovScripts.pbo::scripts\3_Game\DayZGame.c:12
DayZGame.ConnectLaunch — yes ✗ none BanovUI.pbo::scripts\3_Game\client\DayZGame.c:19
DayZPlayerImplement.ShowDeadScreen — yes ✗ none BanovUI.pbo::scripts\4_World\entities\DayZPlayerImplement.c:20
DayZPlayerImplementAiming.CalculateSwayMultiplier — yes ✗ none NanoOblek.pbo::Scripts\4_World\Entities\playerbase.c:84
DayZPlayerImplementFallDamage.HandleFallDamage — yes conditional NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\TLS_NanoSuit_v2_FallAndJump.c:39
DayZPlayerImplementJumpClimb.Jump — yes conditional NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\TLS_NanoSuit_v2_FallAndJump.c:71
DynamicMusicPlayerRegistry.RegisterTracksMenu — yes ✗ none BanovUI.pbo::scripts\3_Game\client\DynamicMusicPlayerRegistry.c:3
Environment.SetEnvironmentTemperature — yes conditional NanoOblek.pbo::Scripts\4_World\Classes\environment\environment.c:3
InGameMenu.Init — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:41
InGameMenu.OnClick — yes conditional BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:113
InGameMenu.Update — yes ✓ BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:149
InGameMenu.ColorHighlight — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:189
InGameMenu.ColorDisable — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:197
InGameMenu.OnMouseEnter — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:205
InGameMenu.OnMouseLeave — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:212
InGameMenu.OnShow — yes ✓ BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:273
InGameMenu.OnHide — yes ✓ BanovUI.pbo::scripts\5_Mission\gui\InGameMenu.c:279
IntroSceneCharacter.CharacterLoad — yes ✗ none BanovUI.pbo::scripts\4_World\classes\IntroSceneCharacter.c:27
LoadingScreen.Show — yes ✗ none BanovUI.pbo::scripts\3_Game\client\LoadingScreen.c:63
LoginQueueBase.Init — yes ✗ none BanovUI.pbo::scripts\3_Game\client\LoginQueueBase.c:24
LoginTimeBase.Init — yes ✗ none BanovUI.pbo::scripts\3_Game\client\LoginTimeBase.c:22
MainMenu.Init — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\newui\mainmenu\MainMenu.c:26
MainMenu.OnClick — yes conditional BanovUI.pbo::scripts\5_Mission\gui\newui\mainmenu\MainMenu.c:117
MainMenu.ColorHighlight — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\newui\mainmenu\MainMenu.c:153
MainMenu.OnMouseEnter — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\newui\mainmenu\MainMenu.c:162
MainMenu.OnMouseLeave — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\newui\mainmenu\MainMenu.c:169
MainMenu.Play — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\newui\mainmenu\MainMenu.c:230
MissionBase.InitialiseWorldData — yes conditional BanovScripts.pbo::scripts\5_Mission\Mission\MissionBase.c:3
MissionGameplay.OnUpdate T0 yes ✓ Banov_FireFlies.pbo::scripts\5_Mission\MissionGameplay_BanovFireflies.c:5
MissionGameplay.OnInit T3 yes ✓ NanoOblek.pbo::Scripts\5_Mission\MissionGameplay.c:3
MissionGameplay.OnMissionStart T3 yes ✓ NanoOblek.pbo::Scripts\5_Mission\MissionGameplay.c:8
MissionServer.OnInit T3 yes ✓ Banov_SlowPeekin.pbo::Scripts\5_mission\Item_Deploy.c:2
MissionServer.OnInit T3 yes ✓ YRTSK_Banov_Creatures.pbo::scripts\5_Mission\MissionServer.c:3
ModItemRegisterCallbacks.RegisterFireArms — yes ✓ BanovWeapons.pbo::scripts\4_world\entities\Player\SC_AnimRegister.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ BanovWeapons.pbo::scripts\4_world\entities\Player\SC_AnimRegister.c:9
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ YRTSK_Arachnids.pbo::scripts\4_World\ModItemRegisterCallbacks.c:3
Pants_Base.GetAttachmentExclusionInitSlotValue — yes ✓ NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\NanoSuit_ClothingCompatibility.c:57
PlayerBase.OnSyncJuncture — yes conditional Banov_SlowPeekin.pbo::Scripts\4_world\Effects.c:189
PlayerBase.ProcessFeetDamageServer — yes conditional NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\TLS_NanoSuit_v2_FallAndJump.c:9
PlayerBase.ProcessHoldBreath — yes ✗ none NanoOblek.pbo::Scripts\4_World\Entities\playerbase.c:41
PluginManager.Init — yes ✓ YRTSK_Banov_Creatures.pbo::scripts\4_world\Config\PluginManager.c:3
PluginTransmissionAgents.TransmitAgentsEx — yes conditional NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\TLS_NanoHelm_v2_Base.c:162
PunchedCard.SetActions T2 yes ✓ SingleUsePunchedCard.pbo::scripts\4_World\entities\PunchedCard.c:3
PunchedCard.OnUse — yes ✗ none SingleUsePunchedCard.pbo::scripts\4_World\entities\PunchedCard.c:10
RespawnDialogue.Init — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\RespawnDialogue.c:21
RespawnDialogue.ColorHighlight — yes ✗ none BanovUI.pbo::scripts\5_Mission\gui\RespawnDialogue.c:36
Shoes_Base.GetAttachmentExclusionInitSlotValue — yes ✓ NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\NanoSuit_ClothingCompatibility.c:42
StaminaHandler.StaminaProcessor_Move — yes ✗ none NanoOblek.pbo::Scripts\4_World\Entities\staminahandler.c:9
StaminaHandler.StaminaProcessor_Ladder — yes ✗ none NanoOblek.pbo::Scripts\4_World\Entities\staminahandler.c:94
StaminaHandler.StaminaProcessor_Swimming — yes ✗ none NanoOblek.pbo::Scripts\4_World\Entities\staminahandler.c:127
Top_Base.GetAttachmentExclusionInitSlotValue — yes ✓ NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\NanoSuit_ClothingCompatibility.c:72
UiHintPanelLoading.LoadContentList — yes ✓ BanovUI.pbo::scripts\3_Game\client\UiHintPanel.c:24
VomitSymptom.IsContaminationActive — yes ✓ NanoOblek.pbo::Scripts\4_World\Entities\ItemBase\Clothing\TLS_NanoHelm_v2_Base.c:243
WetMdfr.ActivateCondition — yes ✗ none NanoOblek.pbo::Scripts\4_World\Classes\PlayerNotifiers\Notifiers\warmthnotfr.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionLockDoors.ActionConditionT2 8.0placeholder0.0002
ActionUnlockDoors.ActionConditionT2 8.0placeholder0.0002
ActionCloseDoors.ActionConditionT2 8.0placeholder0.0002
ActionOpenDoors.ActionConditionT2 8.0placeholder0.0002
PunchedCard.SetActionsT2 8.0placeholder0.0002
Crowbar.SetActionsT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
5000.1400 0.000050BanovUI.pbo::scripts\5_Mission\DayZIntroScene.c:120

Includes 0.001 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.

BANOV_MISC.pbo

  • alien_crate requiredVersion 0.1 — requires DZ_Data, DZ_Sounds_Effects
  • BanovFrost_Misc — requires DZ_Data
  • Banov_Falloutky_Main requiredVersion 0.1 — requires DZ_Data
  • Glitch_Lamp_Main requiredVersion 0.1 — requires DZ_Data
  • RedBalloon_Main requiredVersion 0.1 — requires DZ_Data
  • UFO_Crash_Main requiredVersion 0.1 — requires DZ_Data
  • land_BZ_Aircraft_Hangar requiredVersion 0.1 — requires DZ_Data
  • land_BZ_ATC requiredVersion 0.1 — requires DZ_Data
  • Hrabice requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • land_BZ_Floro_Lamp requiredVersion 0.1 — requires DZ_Data
  • Land_BZ_Graffiti_Mig requiredVersion 1 — requires DZ_Data
  • land_BZ_MonitorRack requiredVersion 0.1 — requires DZ_Data
  • Land_BZ_Radar_Console requiredVersion 0.1 — requires DZ_Data
  • ponds — requires DZ_Data, DZ_Scripts
  • YRTSK_Archangel_Satellite_Main requiredVersion 0.1 — requires DZ_Data

BanovScripts.pbo

  • BanovMiscScripts — requires DZ_Data, DZ_Scripts, DZ_Sounds_Effects

BanovUI.pbo

  • BanovUI requiredVersion 0.1 — requires DZ_Data, Banovmap

BanovWeapons.pbo

  • Banov_Weapons_Ammunition requiredVersion 0.1 — requires DZ_Weapons_Magazines
  • Banov_SingularityCannonWeapon requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Firearms, DZ_Pistols, DZ_Weapons_Supports, DZ_Sounds_Weapons, DZ_Sounds_Effects, DZ_Weapons_Magazines, DZ_Weapons_Muzzles, DZ_Sounds_Weapons, DZ_Sounds_Effects
  • BanovWeapons requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • Banov_SingularityCannon_Mag requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Magazines
  • Banov_SingularityCannon_Optics requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Optics

Banov_FireFlies.pbo

  • Banov_FireFlies requiredVersion 0.1 — requires DZ_Scripts

Banov_MapUIConfig.pbo

  • Banov_MapUIConfig requiredVersion 0.1 — requires DZ_Gear_Navigation

Banov_SlowPeekin.pbo

  • DZ_Buildings requiredVersion 0.1 — requires DZ_Data
  • Banov_SlowPeekin requiredVersion 0.1 — no requiredAddons

Banovmap.pbo

  • Banovmap requiredVersion 0.1 — no requiredAddons

NanoOblek.pbo

  • TLS_Nano_set_V2_Main requiredVersion 0.1 — requires DZ_Scripts, TLS_Nano2_Main
  • TLS_Nano2_Main requiredVersion 0.1 — requires DZ_Data, DZ_Characters
  • Vanilla_Hitbox_Overrides requiredVersion 0.1 — requires DZ_Characters
  • TLS_NanoSounds requiredVersion 0.1 — requires DZ_Data

SingleUsePunchedCard.pbo

  • SingleUsePunchedCard requiredVersion 0.1 — requires DZ_Scripts

YRTSK_Arachnids.pbo

  • YRTSK_Arachnids_Main requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • YRTSK_Warriors_AI_Main requiredVersion 0.1 — requires DZ_Data, DZ_data_aiconfigs, DZ_AI, YRTSK_Warrior_Sounds_Main
  • YRTSK_Arachnids_Warrior_Main requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Sounds_Effects, DZ_Animals, DZ_Gear_Food, DZ_Weapons_Melee, DZ_Characters, YRTSK_Arachnids_Main, YRTSK_Warriors_AI_Main, YRTSK_Warrior_Sounds_Main
  • YRTSK_Arachnids_Warrior_Parts_Main requiredVersion 0.1 — requires DZ_Data
  • YRTSK_Warrior_Sounds_Main requiredVersion 0.1 — requires DZ_Data

YRTSK_Banov_Creatures.pbo

  • YRTSK_Banov_Aliens requiredVersion 0.1 — requires DZ_Data
  • YRTSK_Queen_Sounds_Main requiredVersion 0.1 — requires DZ_Data, DZ_Vehicles_Wheeled
  • YRTSK_Captain_Sounds_Main requiredVersion 0.1 — requires DZ_Data, DZ_Vehicles_Wheeled
  • YRTSK_Alien_Sounds_Main requiredVersion 0.1 — requires DZ_Data, DZ_Vehicles_Wheeled

YRTSK_Banov_EnvSound.pbo

  • YRTSK_Banov_EnvSound_Main requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

YRTSK_Banov_Pod.pbo

  • YRTSK_Banov_Pod_main — requires DZ_Data, DZ_Scripts
  • YRTSK_Alien_Pod_main — requires DZ_Data

banov_wrecks.pbo

  • banov_wrecks — requires DZ_Data
  • banov_wrecks — requires DZ_Data

block1.pbo

  • ceap_b1 — requires DZ_Data

block2.pbo

  • ceap_b2 — requires DZ_Data

ce.pbo

  • banov_ce requiredVersion 0.1 — requires DZ_Data

data.pbo

  • Banov_data requiredVersion 0.1 — requires DZ_Data

house1.pbo

  • ceap_h1 — requires DZ_Data

house10.pbo

  • ceap_h10 — requires DZ_Data

house11.pbo

  • ceap_h11 — requires DZ_Data

house12.pbo

  • ceap_h12 — requires DZ_Data

house13.pbo

  • ceap_h13 — requires DZ_Data

house14.pbo

  • ceap_h14 — requires DZ_Data

house15.pbo

  • ceap_h15 — requires DZ_Data

house2.pbo

  • ceap_h2 — requires DZ_Data

house3.pbo

  • ceap_h3 — requires DZ_Data

house4.pbo

  • ceap_h4 — requires DZ_Data

house5.pbo

  • ceap_h5 — requires DZ_Data

house6.pbo

  • ceap_h6 — requires DZ_Data

house7.pbo

  • ceap_h7 — requires DZ_Data

house8.pbo

  • ceap_h8 — requires DZ_Data

house9.pbo

  • ceap_h9 — requires DZ_Data

navmesh.pbo

  • Banov_navmesh requiredVersion 0.1 — requires DZ_Data

shared_materials.pbo

  • CEAP_materials — no requiredAddons

signs.pbo

  • signs requiredVersion 0.1 — requires DZ_Structures_Signs, DZ_Data

tunnels.pbo

  • tunnels requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Melee

world.pbo

  • banov_world requiredVersion 0.1 — requires DZ_Data, DZ_Surfaces_Bliss, Banov_Data, Banovmap

zz_ceap_scripts.pbo

  • ceap_scripts_p —
    requires 18 addons DZ_Data, ceap_h1, ceap_h2, ceap_h3, ceap_h4, ceap_h5, ceap_h6, ceap_h7, ceap_h8, ceap_h9, ceap_h10, ceap_h11, ceap_h12, ceap_h13, ceap_h14, ceap_h15, ceap_b1, ceap_b2

census 1.1 · findings 1.1 · hash 09099d954283dedb