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Admirals Diving Mod

Admirals Diving Mod: This mod allows you to dive underwater and explore the depths of the ocean, with various gear that lets you swim faster dive for longer or even walk across the ocean floor. To Change Setting Use The JSON: this gives you control over play lung capacity, burn rate etc. Notable Shoutouts: Retexture mod from Huffy https://steamcommunity.com/sharedfiles/filedetails/?id=3226706897 Things to be added:… (more)

Admirals Diving Mod: This mod allows you to dive underwater and explore the depths of the ocean, with various gear that lets you swim faster dive for longer or even walk across the ocean floor. To Change Setting Use The JSON: this gives you control over play lung capacity, burn rate etc. Notable Shoutouts: Retexture mod from Huffy https://steamcommunity.com/sharedfiles/filedetails/?id=3226706897 Things to be added: Custom open actions Underwater AI Underwater events Underwater map assets More Diving equipment Current Equipment: Diving tank: ADM_Divingtank Flippers: ADM_Flippers Snorkel: ADM_Snorkel diving helmet: ADM_Divinghelmet old diving helmet:ADM_Divinghelmet_Old diving suit: ADM_Divingsuit Air Compressor: ADM_Compressor Pirate Ship static: ADM_PirateShip_Static Pirate Ship Crash: ADM_Wreck_PirateShip For XMLs look at posts by players ty <3 Where i lurk and dev for: Come check out my other work on https://the-survivalists.net/ RP server with weekly content updates by me and Tree Donations Welcome: Help to fuel my modding addiction paypal.me/TheAdmiralsMods Pointless Patreon: I also have a Patreon https://www.patreon.com/TheInfiniteVoid it doesn't do much but if you like burning money Q&A: my discord ask away I reply in 1 to 5 business days XD TheAdmiral#7788 REPACKING AND UNPACKING: No repacking of any kind. no one has permission to re-upload the contents of this mod use parts of it in any form or format or redistribute it in any way outside of this current workshop upload. thanks to SkrrtSkrrtAndHitTheDab for the screenshot

Workshop 2709289485 · mod updated 2026-10-15 · analyzed 2026-10-15 05:26 UTC · history · 24 script files

CharacterEquipment Workshop tags, chosen by the author

Stall risks
2 patterns

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
1 to review

1 chain break on base classes or persisted data.

Structural footprint 1.1
A
1 to review
Heavier than 73% of 328 scripted mods analyzed.

0.0156% of each server frame at 100 players (0.156 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

Per-player hooks carry 95% of this mod's structural load. 0.156 ms/s in all.

95%Per-player hooks · 95%
2 hooks · 0.15 ms/s
Event hooks · 4.5%
5 hooks · 0.007 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Per-player hooksrun about 30 times a second for each player 2 hooks 0.15 ms/s 95% PlayerBase.EOnSimulate, PlayerBase.OnScheduledTick
Event hooksrun when something happens: an inventory move, a hit, an action 5 hooks 0.007 ms/s 4.5% PlayerBase.EEItemAttached, PlayerBase.EEItemDetached, PlayerBase.CanReceiveItemIntoCargo and 2 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.OnInit

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.

Chain breaks, by consequence

1 override that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.EOnSimulate T1

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any PlayerBase.

AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:590

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.

EOnSimulate on PlayerBase
about 30× per player per second
no I/O, timers or RPC replaces vanilla
OnScheduledTick on PlayerBase
about 30× per player per second
no I/O, timers or RPC
EEItemAttached on PlayerBase
every inventory move
no I/O, timers or RPC
EEItemDetached on PlayerBase
every inventory move
no I/O, timers or RPC
CanReceiveItemIntoCargo on PlayerBase
per event
no I/O, timers or RPC super() on some paths
CanReceiveItemIntoHands on PlayerBase
per event
no I/O, timers or RPC super() on some paths
OnVariablesSynchronized on PlayerBase
per event
no I/O, timers or RPC

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 40 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
ActionConstructor.RegisterActions — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Actions\ActionFillTank.c:5
ActionManagerBase.ActionPossibilityCheck — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Actions\ActionFillTank.c:13
ActionManagerBase.ActionPossibilityCheck — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\ActionManagerBase.c:3
ActionTurnOffWhileInHands.CanBeUsedSwimming — yes ✗ none AdmiralsDivingMod.pbo::Scripts\4_world\Actions\ActionFillTank.c:93
ActionTurnOffWhileInHands.CanBeUsedSwimming — yes ✗ none AdmiralsDivingMod.pbo::Scripts\4_world\Modded\ActionTurnOnWhileInHands.c:10
ActionTurnOnWhileInHands.CanBeUsedSwimming — yes ✗ none AdmiralsDivingMod.pbo::Scripts\4_world\Actions\ActionFillTank.c:86
ActionTurnOnWhileInHands.CanBeUsedSwimming — yes ✗ none AdmiralsDivingMod.pbo::Scripts\4_world\Modded\ActionTurnOnWhileInHands.c:3
DayZPlayerImplement.ModCommandHandlerInside — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\DayZPlayerImplement.c:36
DayZPlayerImplementFallDamage.HandleFallDamage — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\DayZPlayerImplementFallDamage.c:4
DayZPlayerImplementJumpClimb.Climb — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\DayZPlayerImplementJumpClimb.c:12
DayZPlayerImplementSwimming.CheckSwimmingStart — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\DayZPlayerImplementSwimming.c:3
DrowningMdfr.CheckIsDrowning — yes ✗ none AdmiralsDivingMod.pbo::Scripts\4_world\Modded\DrowningMdfr.c:4
DrowningMdfr.OnTick — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\DrowningMdfr.c:16
Environment.CheckWaterContact — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\Environment.c:3
IngameHud.Init — yes ✓ AdmiralsDivingMod.pbo::Scripts\5_Mission\Modded\IngameHud.c:8
IngameHud.Update — yes ✓ AdmiralsDivingMod.pbo::Scripts\5_Mission\Modded\IngameHud.c:19
MissionServer.OnInit T3 yes ✓ AdmiralsDivingMod.pbo::Scripts\5_Mission\Modded\MissionServer.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\ModItemRegisterCallbacks.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\ModItemRegisterCallbacks.c:9
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\ModItemRegisterCallbacks.c:18
PlayerBase.Init — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:420
PlayerBase.OnScheduledTick T1 yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:463
PlayerBase.OnVariablesSynchronized T2 yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:469
PlayerBase.CanJump — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:474
PlayerBase.CanSprint — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:482
PlayerBase.IsSwimming — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:490
PlayerBase.CanReceiveItemIntoHands T2 yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:498
PlayerBase.CanReleaseFromHands — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:506
PlayerBase.CanReleaseCargo — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:514
PlayerBase.CanReceiveItemIntoCargo T2 yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:522
PlayerBase.CanSwapItemInCargo — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:530
PlayerBase.ProcessFeetDamageServer — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:538
PlayerBase.CanManipulateInventory — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:549
PlayerBase.EEItemAttached T2 yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:560
PlayerBase.EEItemDetached T2 yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:568
PlayerBase.OnPlayerLoaded — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:576
PlayerBase.EOnSimulate T1 yes ✗ none AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:590
PlayerBase.CanClimb — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:607
StaminaHandler.Update — yes ✓ AdmiralsDivingMod.pbo::Scripts\4_world\Modded\StaminaHandler.c:3
Weapon_Base.LiftWeaponRaycastResultCheck — yes conditional AdmiralsDivingMod.pbo::Scripts\4_world\Modded\Weapon_Base.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
PlayerBase.EOnSimulateT1 3000.0measured0.0744
PlayerBase.EEItemAttachedT2 130.0measured0.0032
PlayerBase.EEItemDetachedT2 130.0measured0.0032
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
PlayerBase.CanReceiveItemIntoHandsT2 8.0placeholder0.0002
PlayerBase.CanReceiveItemIntoCargoT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000

Includes 0.001 ms/s from placeholder-rated surfaces.

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.

AdmiralsDivingMod.pbo

  • ADM_Diving_Mod —
    requires 43 addons DZ_Data, DZ_Scripts, DZ_Characters, DZ_Characters_Headgear, DZ_Characters_Tops, DZ_Characters_Vests, DZ_Characters_Pants, DZ_Characters_Belts, DZ_Characters_Backpacks, DZ_Characters_Heads, DZ_Gear_Optics, DZ_Gear_Tools, DZ_Radio, DZ_Gear_Food, DZ_Gear_Medical, DZ_Gear_Containers, DZ_Gear_Consumables, DZ_Gear_Cooking, DZ_Gear_Navigation, DZ_Gear_Drinks, DZ_Gear_Camping, DZ_Gear_Crafting, DZ_Animals, DZ_AI, DZ_Weapons_Melee, DZ_Characters_Zombies, DZ_Weapons_Projectiles, DZ_Weapons_Magazines, DZ_Weapons_Firearms, DZ_Weapons_Explosives, DZ_Weapons_Ammunition, DZ_Weapons_Shotguns, DZ_Weapons_Archery, DZ_Weapons_Optics, DZ_Weapons_Supports, DZ_Weapons_Muzzles, DZ_Weapons_Attachments_Data, DZ_Pistols, DZ_Structures, DZ_Vehicles_Parts, DZ_Vehicles_Wheeled, DZ_Sounds_Effects, DZ_Sounds_Weapons
  • Admirals_Diving_Gear — requires DZ_Data, ADM_Diving_Mod
  • Admirals_Diving_Objects — requires DZ_Data, ADM_Diving_Mod
  • Admirals_Diving_Sounds — requires DZ_Data, ADM_Diving_Mod

census 1.1 · findings 1.1 · hash 989bb93c5a21457c