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DayZ-Expansion-Hardline

Features DayZ Expansion Hardline introduce to the game Humanity (heroes/bandit) and Item Rarity (common, uncommon, rare, etc). This mod provide: - Reputation system (hero/bandit) - Item Rarity if combined with DayZ-Expansion-Market: - Traders can require a set amount of Reputation to access their goods (bandit trader, hero trader) - Items to buy/sell locked behind a reputation requirement if combined with… (more)

Features DayZ Expansion Hardline introduce to the game Humanity (heroes/bandit) and Item Rarity (common, uncommon, rare, etc). This mod provide: - Reputation system (hero/bandit) - Item Rarity if combined with DayZ-Expansion-Market: - Traders can require a set amount of Reputation to access their goods (bandit trader, hero trader) - Items to buy/sell locked behind a reputation requirement if combined with DayZ-Expansion-Name-Tags - Display the rarity color on items being held by players if combined with DayZ-Expansion-Book - Display the reputation of the player in the Player Stats tab of the book 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 2828487396 · mod updated 2026-10-15 · analyzed 2026-10-15 11:40 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
1 to review

1 chain break on base classes or persisted data. 4 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
1 to review
Heavier than 29% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 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; 25 others share it. Ranked list.

10
20
30
40
  • 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
  • This mod
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 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
  • 40 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 98% of this mod's structural load. 0.000 ms/s in all.

98%Event hooks · 98%
2 hooks · 0.0004 ms/s
Lifecycle hooks · 1.5%
3 hooks · 0.000006 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 98% ItemBase.OnVariablesSynchronized, JMPlayerModule.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 3 hooks 0.000006 ms/s 1.5% AnimalBase.EEKilled, PlayerBase.EEKilled, ZombieBase.EEKilled

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

5 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.

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

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

hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\ManBase\PlayerBase.c:190
By design
2 leaf classes
2 classes replaced on 2 methods · 4 overrides

Expansion_ResetColor · Expansion_UpdateItemRarity

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

2 classesIcon, SlotsIcon
4 locationshardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:79
hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:74
hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\SlotsIcon.c:72
hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\SlotsIcon.c:67

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.

OnRPC on JMPlayerModule
per event
no I/O, timers or RPC
OnVariablesSynchronized on ItemBase
per event
no I/O, timers or RPC
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 39 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
AnimalBase.EEKilled T3 yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\Creatures\Animals\AnimalBase.c:15
ExpansionBookMenuManager.RegisterBookMenuTabs — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\Book\ExpansionBookMenuManager.c:19
ExpansionItemInspectionBase.UpdateItemStats — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\MVC\ScriptViews\ExpansionItemInspection.c:3
ExpansionP2PMarketModule.CheckCanUseTrader — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Systems\Market\ExpansionP2PMarketModule.c:16
ExpansionSettings.Init — yes ✓ hardline_scripts.pbo::3_Game\DayZExpansion_Hardline\Settings\ExpansionSettings.c:17
Icon.InitEx — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:46
Icon.SetItemPreview — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:53
Icon.FullScreen — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:60
Icon.DestroyWhiteBackground — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:67
Icon.Expansion_UpdateItemRarity — yes ✗ none hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:74
Icon.Expansion_ResetColor — yes ✗ none hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:79
Icon.InitLock — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\Icon.c:84
InspectMenuNew.Init — yes conditional hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InspectMenuNew.c:15
InspectMenuNew.SetItem — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InspectMenuNew.c:29
ItemBase.OnVariablesSynchronized T2 yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\ItemBase.c:44
ItemManager.PrepareTooltip — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ItemManager.c:54
JMPlayerForm.OnClientPermissionsUpdated — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\COT\JMPlayerForm.c:19
JMPlayerForm.InitActionWidgetsStats — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\COT\JMPlayerForm.c:27
JMPlayerForm.RefreshStats — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\COT\JMPlayerForm.c:49
JMPlayerForm.Click_ApplyStats — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\COT\JMPlayerForm.c:65
JMPlayerInstance.Update — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\COT\JMPlayerInstance.c:8
JMPlayerInstance.OnSendStatus — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\COT\JMPlayerInstance.c:27
JMPlayerInstance.OnReceiveStatus — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\COT\JMPlayerInstance.c:34
JMPlayerInstance.OnSendHealth — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\COT\JMPlayerInstance.c:45
JMPlayerInstance.OnRecieveHealth — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\COT\JMPlayerInstance.c:52
JMPlayerModule.GetRPCMax — yes ✗ none hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\COT\JMPlayerModule.c:21
JMPlayerModule.OnRPC T2 yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\COT\JMPlayerModule.c:29
MissionGameplay.OnInit T3 yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\Mission\MissionGameplay.c:20
MissionGameplay.Expansion_OnUpdate — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\Mission\MissionGameplay.c:39
PlayerBase.Init — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\ManBase\PlayerBase.c:19
PlayerBase.EEKilled T3 yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\ManBase\PlayerBase.c:159
PlayerBase.CF_OnStoreLoad — yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\ManBase\PlayerBase.c:168
PlayerBase.eAI_OnFactionChange — yes ✗ none hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\ManBase\PlayerBase.c:190
SlotsIcon.Init — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\SlotsIcon.c:45
SlotsIcon.SetItemPreview — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\SlotsIcon.c:52
SlotsIcon.ClearRemainSelected — yes ✓ hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\SlotsIcon.c:59
SlotsIcon.Expansion_UpdateItemRarity — yes ✗ none hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\SlotsIcon.c:67
SlotsIcon.Expansion_ResetColor — yes ✗ none hardline_scripts.pbo::5_Mission\DayZExpansion_Hardline\GUI\InventoryNew\ContainedItems\SlotsIcon.c:72
ZombieBase.EEKilled T3 yes ✓ hardline_scripts.pbo::4_World\DayZExpansion_Hardline\Entities\Creatures\Infected\ZombieBase.c:15
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ItemBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
JMPlayerModule.OnRPCT2 8.0placeholder0.0002
AnimalBase.EEKilledT3 0.1placeholder0.0000
ZombieBase.EEKilledT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000

Includes 0.000 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_hardline_preload.pbo

  • DayZExpansion_Hardline_Preload requiredVersion 0.1 — no requiredAddons

hardline_gui.pbo

  • DayZExpansion_Hardline_GUI requiredVersion 0.1 — requires DayZExpansion_Core

hardline_objects_gear.pbo

  • DayZExpansion_Hardline_Objects_Gear requiredVersion 0.1 — requires DZ_Data
  • DayZExpansion_Hardline_Objects_Gear requiredVersion 0.1 — requires DZ_Data

hardline_scripts.pbo

  • DayZExpansion_Hardline_Scripts requiredVersion 0.1 — requires DayZExpansion_VanillaFixes_Scripts

languagecore_hardline.pbo

  • DayZExpansion_LanguageCore_Hardline requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash b4c177a94a0eb1be