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GDZ-AnimalHeads

Animal Heads & Trophys in DayZ Content was created for GermanDayZ and is a small part of our Server Mod. This content is now for everyone. When you skin a Deer / Boar / Wolf / Bear / Carp you get an animal head and can craft it into a trophy for your home. Skinning now leaves blood textures. Special: Tark & Himera trophy when you have installed FIDOvSTALKER Items: DeerHead_m DeerTrophy_m DeerHead_f DeerTrophy_f… (more)

Animal Heads & Trophys in DayZ Content was created for GermanDayZ and is a small part of our Server Mod. This content is now for everyone. When you skin a Deer / Boar / Wolf / Bear / Carp you get an animal head and can craft it into a trophy for your home. Skinning now leaves blood textures. Special: Tark & Himera trophy when you have installed FIDOvSTALKER Items: DeerHead_m DeerTrophy_m DeerHead_f DeerTrophy_f BearHead_black BearTrophy_black BearHead BearTrophy WolfHead WolfTrophy BoarHead BoarTrophy CarpTrophy HimeraTrophy TarkTrophy BloodDecal BloodDecal1 BloodDecal2 BloodDecal3 BloodDecal4 All models are Lowpoly, have LODs and damage textures Recipes: Head + 10 Planks = Trophy Info: I modded the AnimalBase Class for skinning. Change this in your Servermod when you have other settings than Vanilla or another Mods. But it is compatible with my other Mods. Types.xml found here: https://pastebin.com/UxR9xrvt Multilanguage created with Stringtable Creator Copyright: All Models were bought. If you need to repack it then do it and give me a credit and like this. It is forbidden to obfuscate this. Any Feedback? Write me in the comments.

Workshop 2530618460 · mod updated 2021-06-28 · analyzed 2026-10-03 05:38 UTC · history · 12 script files

MechanicsProps 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.

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 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
Hologram.EvaluateCollision — yes conditional AnimalHeads.pbo::Scripts\Hologram.c:23
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ AnimalHeads.pbo::Scripts\Animation.c:3
PluginRecipesManagerBase.RegisterRecipies — yes ✓ AnimalHeads.pbo::Scripts\AllowRecipe.c:3
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.

AnimalHeads.pbo

  • GDZ_AnimalHead requiredVersion 0.1 — requires DZ_Data
  • GermanDayZ_AnimalHeads requiredVersion 0.1 — requires DZ_Data

AnimalSkinning.pbo

  • GDZ_AnimalSkinning requiredVersion 0.1 — requires DZ_Animals, DZ_Animals_Bliss

census 1.1 · findings 1.1 · hash 8c4a2a8851bfb9f2