← modperf · analyzed mods

Location Text

Lightweight client mod that adds a small notification when entering Towns and Villages 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 Location Text. We don't give permission to anyone to repack it. We… (more)

Lightweight client mod that adds a small notification when entering Towns and Villages 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 Location Text. We don't give permission to anyone to repack it. We won't approve your request to repack it. DON'T ASK Support: If you enjoy the work available in this mod, you can donate to my PayPal to help me 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 2486237187 · mod updated 2024-11-02 · analyzed 2026-10-03 03:18 UTC · history · 10 script files

EnvironmentMechanicsSoundTerrain 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 67% of 328 scripted mods analyzed.

0.014% of each server frame at 100 players (0.140 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 100% of this mod's structural load. 0.140 ms/s in all.

100%Repeating timers · 100%
1 timer · 0.14 ms/s
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 100% every 10 s

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.

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 3 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
MissionGameplay.OnMissionStart T3 yes ✓ Scripts.pbo::5_Mission\LocationText\MissionGameplay.c:14
MissionGameplay.OnMissionFinish T3 yes ✓ Scripts.pbo::5_Mission\LocationText\MissionGameplay.c:21
PlayerBase.Init — yes ✓ Scripts.pbo::4_World\LocationText\PlayerBase.c:6
Dispatch surfaces and timers the grade prices

Repeating timers

period (ms)residency ms/sfiring ms/swhere
100000.1400 0.000002Scripts.pbo::5_Mission\LocationText\MissionGameplay.c:18
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.

LocationText.pbo

  • LocationText_Sounds requiredVersion 0.1 — requires DZ_Data

Scripts.pbo

  • LocationText_Scripts requiredVersion 0.1 — requires DZ_Scripts, DF_Scripts

census 1.1 · findings 1.1 · hash 53e2fc228cfbbbb1