← modperf · analyzed mods

Inventory Move Sounds

Lightweight client mod that adds move sounds when transferring items in your Player inventory. Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more here [www.bohemia.net]. Repacking: You are not permitted to repack any part of Inventory Move Sounds. We don't give permission to anyone… (more)

Lightweight client mod that adds move sounds when transferring items in your Player inventory. Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more here [www.bohemia.net]. Repacking: You are not permitted to repack any part of Inventory Move Sounds. We don't give permission to anyone to repack it. We won't approve your request to repack it. DON'T ASK Credits: InclementDab: Scripting Niphoria: Configuration and Sound selection Support: If you enjoy the work available in this mod, you can donate to InclementDab and Niphora to help them continue working on projects like these. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/InclementD or as a contributor if direct authorization is given by the author of this item.

Workshop 2444247391 · mod updated 2022-01-04 · analyzed 2026-10-03 10:13 UTC · history · 8 script files

CharacterMechanicsSound 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
Heavier than 48% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.003 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; 12 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
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 mods
    0.001 to 0.0022 ms/s · grade A
  • This mod
  • 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 100% of this mod's structural load. 0.003 ms/s in all.

100%Event hooks · 100%
1 hook · 0.0032 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0032 ms/s 100% ItemBase.EEItemLocationChanged

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.

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.

EEItemLocationChanged on ItemBase
every inventory move
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 1 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
ItemBase.EEItemLocationChanged T2 yes ✓ Scripts.pbo::4_World\InventoryMoveSounds\ItemBase.c:9
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ItemBase.EEItemLocationChangedT2 130.0measured0.0032

census 1.1 · findings 1.1 · hash e4203147a2f255be