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.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 12 others share it. Ranked list.
Event hooks carry 100% of this mod's structural load. 0.003 ms/s in all.
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.
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.
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.
| method | surface | server | super() | where |
|---|---|---|---|---|
ItemBase.EEItemLocationChanged |
T2 | yes | ✓ | Scripts.pbo::4_World\InventoryMoveSounds\ItemBase.c:9 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ItemBase.EEItemLocationChanged | T2 | 130.0 | measured | 0.0032 |
census 1.1 · findings 1.1 · hash e4203147a2f255be