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Radioactive Animals

I permit this mod to be repacked into a server mod and used on monetised servers approved by Bohemia that follow their rules. I do not seek financial gain from this mod, and access to it is not part of any monetisation. Enjoy. Sneaky This mod consists of the following: Bears 1. Radioactive bear tough 2. Radioactive bear Beast 3. Radioactive bear juggernaut Wolf 1. Radioactive wolf tough 2. Radioactive wolf Beast 3.… (more)

I permit this mod to be repacked into a server mod and used on monetised servers approved by Bohemia that follow their rules. I do not seek financial gain from this mod, and access to it is not part of any monetisation. Enjoy. Sneaky This mod consists of the following: Bears 1. Radioactive bear tough 2. Radioactive bear Beast 3. Radioactive bear juggernaut Wolf 1. Radioactive wolf tough 2. Radioactive wolf Beast 3. Radioactive wolf juggernaut Food 1. Radioactive Bear Steak 2. Radioactive Wolf Steak Hides 1. Radioactive bear hide 2. Radioactive wolf hide Each class of animal will yield more pelts or steaks dependant on how hard it is to kill (juggernaut being the hardest). The meat and pelts do not have any function yet, but I plan to change this in the future with some crafted clothing items and affects to the food. I may add other animals in the future but for now enjoy.

Workshop 2485015982 · mod updated 2021-06-30 · analyzed 2026-10-03 09:33 UTC · history · 0 script files

CharacterServer 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.

RadFood.pbo

  • RadioactiveFood requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Food

bear.pbo

  • RadioactiveBear requiredVersion 0.1 — requires DZ_Animals, DZ_Data_Bliss, DZ_AI_Bliss, DZ_Weapons_Melee

wolf.pbo

  • RadioactiveWolf requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Consumables, DZ_Animals, DZ_Weapons_Melee

census 1.1 · findings 1.1 · hash 666f8c151632ea04