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CodeLock to ExpansionCodeLock Bridge

Makes other mods compatible with the DayZ Expansion BaseBuilding codelock (this mod was previously named MSP_ExpansionCodeLockCompat). This has to be loaded INSTEAD of the Code Lock mod by RoomService. It is recommended that you either wipe or use EntityReplacer to replace all instances of CodeLock with ExpansionCodeLock PRIOR to installing this mod. Currently directly supported: Adamx Storage BaseBuildingPlus Dex… (more)

Makes other mods compatible with the DayZ Expansion BaseBuilding codelock (this mod was previously named MSP_ExpansionCodeLockCompat). This has to be loaded INSTEAD of the Code Lock mod by RoomService. It is recommended that you either wipe or use EntityReplacer to replace all instances of CodeLock with ExpansionCodeLock PRIOR to installing this mod. Currently directly supported: Adamx Storage BaseBuildingPlus Dex Storage Stuff Doors and Barricades - ProjectBR (outdated, fixed version here) MoreDoors MuchDecos MuchStuffPack RaG_BaseItems RaG_Cabin Mods that work with Expansion Codelock out-of-the-box (Bridge not needed) Building Fortifications EvenMoreDoors RaG_Hunting_Cabin

Workshop 2746483592 · mod updated 2026-10-18 · analyzed 2026-10-18 14:33 UTC · history · 21 script files

EquipmentMechanics 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
2 by design

2 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
2 by design
Heavier than 52% of 328 scripted mods analyzed.

0.000724% of each server frame at 100 players (0.007 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; 9 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
  • This mod
  • 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
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 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

Event hooks carry 100% of this mod's structural load. 0.007 ms/s in all.

100%Event hooks · 100%
6 hooks · 0.0072 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0072 ms/s 100% BBP_BASE.EEItemAttached, Fence.EEItemAttached, ActionOpenFence.ActionCondition and 3 more

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

2 overrides 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.

By design
Another mod's class · rag_cabin
rag_cabin replaced on 2 methods · 2 overrides

Close · Open

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classrag_cabin
2 locationsCL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:41
CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:36

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.

EEItemAttached × 2 classes
every inventory move
no I/O, timers or RPC
ActionCondition × 3 classes
per event
no I/O, timers or RPC
ActionCondition on ExpansionActionEnterCodeLock
per event
no I/O, timers or RPC super() on some paths

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 34 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 ✓ CL2ECL_Bridge.pbo::Scripts\4_World\ActionConstructor.c:3
ActionOpenFence.ActionCondition T2 yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\ActionOpenFence.c:3
ActionUnHideCabinInventory.ActionCondition T2 yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:57
BBP_BASE.EEItemAttached T2 yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\BBP_BASE.c:4
ExpansionActionAttachCodeLock.ActionCondition T2 yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\ExpansionActionAttachCodeLock.c:3
ExpansionActionEnterCodeLock.ActionCondition T2 yes conditional CL2ECL_Bridge.pbo::Scripts\4_World\ExpansionActionEnterCodeLock.c:3
Fence.CloseFence — yes conditional CL2ECL_Bridge.pbo::Scripts\4_World\Fence.c:17
Fence.DeferredInit — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\Fence.c:28
Fence.EEItemAttached T2 yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\Fence.c:37
Fence.HasFullyConstructedGate — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\Fence.c:46
Fence.PlaySoundSet — yes conditional CL2ECL_Bridge.pbo::Scripts\4_World\Fence.c:51
Fence.RemoveAction — yes conditional CL2ECL_Bridge.pbo::Scripts\4_World\Fence.c:74
Hammer.isBBPAdminTool — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\Hammer.c:4
ItemBase.AddAction — yes conditional CL2ECL_Bridge.pbo::Scripts\4_World\ItemBase.c:10
ItemBase.RemoveAction — yes conditional CL2ECL_Bridge.pbo::Scripts\4_World\ItemBase.c:95
ItemBase.ExpansionIsOpenable — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\ItemBase.c:119
MD_OpenableItem_Base.ExpansionIsOpenable — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\MuchDecos.c:4
MD_OpenableItem_Base.ExpansionCanClose — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\MuchDecos.c:12
MD_OpenableItem_Base.ExpansionHasCodeLock — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\MuchDecos.c:20
Msp_Greenhouse_Base.ExpansionIsOpenable — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\MSP.c:4
Msp_Greenhouse_Base.ExpansionCanClose — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\MSP.c:12
Msp_Greenhouse_Base.ExpansionHasCodeLock — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\MSP.c:20
Msp_OpenableContainer.DeferredInit — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\MSP.c:33
rag_baseitems_greenhouse_base.GetSlotIndexByAttachmentSlot — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_baseitems.c:4
rag_baseitems_greenhouse_base.ExpansionIsOpenable — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_baseitems.c:12
rag_baseitems_greenhouse_base.ExpansionCanClose — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_baseitems.c:20
rag_baseitems_greenhouse_base.ExpansionHasCodeLock — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_baseitems.c:28
rag_cabin.ExpansionIsOpenable — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:4
rag_cabin.ExpansionCanOpen — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:12
rag_cabin.ExpansionCanClose — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:20
rag_cabin.ExpansionHasCodeLock — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:28
rag_cabin.Open — yes ✗ none CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:36
rag_cabin.Close — yes ✗ none CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:41
rag_cabin.CloseAndLock — yes ✓ CL2ECL_Bridge.pbo::Scripts\4_World\rag_cabin.c:46
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
BBP_BASE.EEItemAttachedT2 130.0measured0.0032
Fence.EEItemAttachedT2 130.0measured0.0032
ActionOpenFence.ActionConditionT2 8.0placeholder0.0002
ExpansionActionAttachCodeLock.ActionConditionT2 8.0placeholder0.0002
ExpansionActionEnterCodeLock.ActionConditionT2 8.0placeholder0.0002
ActionUnHideCabinInventory.ActionConditionT2 8.0placeholder0.0002

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.

0_CL2ECL_Bridge_Preload.pbo

  • CL2ECL_Bridge_Preload requiredVersion 0.1 — no requiredAddons

CL2ECL_Bridge.pbo

  • CL2ECL_Bridge requiredVersion 0.1 — requires DZ_Data, DayZExpansion_BaseBuilding_Scripts

census 1.1 · findings 1.1 · hash 0c208d81cb3d9fa5