← modperf · analyzed mods

DayZ-Expansion-Groups

Features DayZ Expansion Groups add the ability to create a team with your friends. - Team Hud if combined with DayZ-Expansion-Navigation: - Ping Locations to your friends - Share markers with your friends - See their location on the map and ingame if combined with DayZ-Expansion-Chat: - Talk with your friends in a Party chat (team chat) if combined with Community-Online-Tools (COT): - Ability to manage all the… (more)

Features DayZ Expansion Groups add the ability to create a team with your friends. - Team Hud if combined with DayZ-Expansion-Navigation: - Ping Locations to your friends - Share markers with your friends - See their location on the map and ingame if combined with DayZ-Expansion-Chat: - Talk with your friends in a Party chat (team chat) if combined with Community-Online-Tools (COT): - Ability to manage all the groups and markers Installation If you need help to install the mods or the mission files please follow this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2430317812 Feedback We're grateful to hear any feedback and suggestions from anyone, the best place to give it to us would be our Discord ( https://discord.gg/rMZuS4F ), please also join if you have any questions too! Copyright 2021 DayZ Expansion Mod Team. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/dayzexpansion/

Workshop 2792983364 · mod updated 2026-03-26 · analyzed 2026-10-03 02:41 UTC · history · 28 script files

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
3 by design

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

Structural footprint 1.1
A
3 by design
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.

Chain breaks, by consequence

3 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 · ExpansionMarkerClientData
ExpansionMarkerClientData replaced on 3 methods · 3 overrides

PartyInsert · PartyUpdate · RefreshPartyMarkers

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

1 classExpansionMarkerClientData
3 locationsgroups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:50
groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:55
groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:107

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 25 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 ✓ groups_scripts.pbo::4_World\DayZExpansion_Groups\Classes\UserActionsComponent\Actions\ActionConstructor.c:21
DayZExpansion.OnLoaded — yes ✓ groups_scripts.pbo::5_Mission\DayZExpansion_Groups\DayZExpansion.c:3
ExpansionMarkerClientData.PartyCount — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:23
ExpansionMarkerClientData.PartyGet — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:31
ExpansionMarkerClientData.PartyGet — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:36
ExpansionMarkerClientData.PartyInsert — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:50
ExpansionMarkerClientData.PartyUpdate — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:55
ExpansionMarkerClientData.PartyRemove — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:60
ExpansionMarkerClientData.PartyPlayerCount — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:71
ExpansionMarkerClientData.PartyPlayerGet — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:79
ExpansionMarkerClientData.PartyPlayerGet — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:84
ExpansionMarkerClientData.PartyQuickCount — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:89
ExpansionMarkerClientData.PartyQuickGet — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:97
ExpansionMarkerClientData.PartyQuickGet — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:102
ExpansionMarkerClientData.RefreshPartyMarkers — yes ✗ none groups_scripts.pbo::4_World\DayZExpansion_Groups\ExpansionMarkerClientData.c:107
ExpansionSettings.Init — yes ✓ groups_scripts.pbo::3_Game\DayZExpansion_Groups\ExpansionSettings.c:17
IngameHud.Update — yes ✓ groups_scripts.pbo::5_Mission\DayZExpansion_Groups\GUI\Hud\IngameHud.c:37
IngameHud.RefreshHudVisibility — yes ✓ groups_scripts.pbo::5_Mission\DayZExpansion_Groups\GUI\Hud\IngameHud.c:106
JMModuleConstructor.RegisterModules — yes ✓ groups_scripts.pbo::5_Mission\DayZExpansion_Groups\COT\JMModuleConstructor.c:15
MissionGameplay.Expansion_OnUpdate — yes ✓ groups_scripts.pbo::5_Mission\DayZExpansion_Groups\MissionGameplay.c:19
PlayerBase.Init — yes ✓ groups_scripts.pbo::4_World\DayZExpansion_Groups\Entities\ManBase\PlayerBase.c:19
PlayerBase.SetActionsRemoteTarget — yes ✓ groups_scripts.pbo::4_World\DayZExpansion_Groups\Entities\ManBase\PlayerBase.c:26
PlayerBase.CF_OnStoreSave — yes ✓ groups_scripts.pbo::4_World\DayZExpansion_Groups\Entities\ManBase\PlayerBase.c:34
PlayerBase.CF_OnStoreLoad — yes ✓ groups_scripts.pbo::4_World\DayZExpansion_Groups\Entities\ManBase\PlayerBase.c:44
PlayerBase.Expansion_IsFriendly — yes ✓ groups_scripts.pbo::4_World\DayZExpansion_Groups\Entities\ManBase\PlayerBase.c:90
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_groups_preload.pbo

  • DayZExpansion_Groups_Preload requiredVersion 0.1 — no requiredAddons

groups_gui.pbo

  • DayZExpansion_Groups_GUI requiredVersion 0.1 — requires DayZExpansion_Core_GUI

groups_scripts.pbo

  • DayZExpansion_Groups_Scripts requiredVersion 0.1 — requires DayZExpansion_Core_Scripts

languagecore_groups.pbo

  • DayZExpansion_LanguageCore_Groups requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash 8a591983ff671625