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PVEZ Reloaded

This is an updated version of the abandoned original PVEZ mod by Ermiq: https://steamcommunity.com/sharedfiles/filedetails/?id=1878060278 Unlike the other reuploads on the Workshop, this one has been cleaned up properly by removing bad refs and renaming variables so they don't collide with vanilla DayZ. It also fixes the long-standing issue of one-hit kills in PVE zones. Please refer to the original mod page for… (more)

This is an updated version of the abandoned original PVEZ mod by Ermiq: https://steamcommunity.com/sharedfiles/filedetails/?id=1878060278 Unlike the other reuploads on the Workshop, this one has been cleaned up properly by removing bad refs and renaming variables so they don't collide with vanilla DayZ. It also fixes the long-standing issue of one-hit kills in PVE zones. Please refer to the original mod page for information on how to set up. Note that when using this with Expansion, you do NOT need the PVEZ Expansion Plug-In as it has been integrated. All other plugins made for the original PVEZ should work with Reloaded as well. This mod will only receive bug fixes and no new features (unless they are sent to me via pull request, GitHub link below). MIT License, like the original mod. GitHub https://github.com/lava76/PVEZ Contributors: inkihh (support for showing zones in VPPAT teleport manager) schana (Carim maps plugin)

Workshop 2831742849 · mod updated 2025-06-30 · analyzed 2026-10-03 10:18 UTC · history · 38 script files

EnvironmentMechanics Workshop tags, chosen by the author

Stall risks
1 pattern

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

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 85% of 328 scripted mods analyzed.

0.0383% of each server frame at 100 players (0.383 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.

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
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • This mod
  • 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

Repeating timers carry 73% of this mod's structural load. 0.383 ms/s in all.

Every-frame hooks · 6.5%
1 hook · 0.025 ms/s
19%Per-player hooks · 19%
1 hook · 0.074 ms/s
Event hooks · 0.9%
3 hooks · 0.0036 ms/s
Lifecycle hooks · <0.1%
4 hooks · 0.000008 ms/s
73%Repeating timers · 73%
2 timers · 0.28 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 6.5% MissionServer.OnUpdate
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 19% PlayerBase.OnScheduledTick
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.0036 ms/s 0.9% ItemBase.OnItemLocationChanged, DayZGame.OnRPC, PlayerBase.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 4 hooks 0.000008 ms/s <0.1% MissionServer.PlayerDisconnected, PlayerBase.EEKilled, Wreck_Mi8_Crashed.EEDelete and 1 more
Repeating timersstay in the timer queue, which is walked every frame 2 timers 0.28 ms/s 73% every 1 s, every 5 s

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
2 leaf classes
2 classes replaced on 1 method · 2 overrides

EEDelete

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

2 classesWreck_Mi8_Crashed, Wreck_UH1Y
2 locationsPVEZ.pbo::4_world\entities\building\wrecks\wreck_mi8.c:9
PVEZ.pbo::4_world\entities\building\wrecks\wreck_uh1y.c:9

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.

OnScheduledTick on PlayerBase
about 30× per player per second
no I/O, timers or RPC
OnUpdate on MissionServer
every server frame
no I/O, timers or RPC
OnItemLocationChanged on ItemBase
every inventory move
no I/O, timers or RPC
OnRPC on DayZGame
per event
RPC sendworld scan
OnRPC 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 33 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
ActionUnpin.OnStartServer — yes ✓ PVEZ.pbo::4_world\classes\useractionscomponent\actions\singleuse\actionunpin.c:3
BasicMapMenu.Init — yes ✓ PVEZ.pbo::plugins\basicmap\3_game\basicmapmenu.c:4
BasicMapMenu.UpdateMarkers — yes ✓ PVEZ.pbo::plugins\basicmap\3_game\basicmapmenu.c:11
CarimMenuMap.LoadMapMarkers — yes ✓ PVEZ.pbo::plugins\carim\5_mission\carimmapmenu.c:3
DayZGame.OnRPC T2 yes ✓ PVEZ.pbo::3_game\dayzgame.c:77
DayZPlayerImplement.HandleView — yes ✓ PVEZ.pbo::4_world\entities\dayzplayerimplement.c:3
ExpansionMapMenu.Init — yes ✓ PVEZ.pbo::plugins\expansion\5_mission\gui\mapmenu.c:4
ExpansionMapMenu.UpdateMarkers — yes ✓ PVEZ.pbo::plugins\expansion\5_mission\gui\mapmenu.c:12
IngameHud.Init — yes ✓ PVEZ.pbo::5_mission\gui\ingamehud.c:5
IngameHud.ShowHud — yes ✓ PVEZ.pbo::5_mission\gui\ingamehud.c:11
IngameHud.ShowHudUI — yes ✓ PVEZ.pbo::5_mission\gui\ingamehud.c:17
IngameHud.UpdatePVEZIcon — yes ✓ PVEZ.pbo::5_mission\gui\ingamehud.c:23
IngameHud.ShowPVEZNotification — yes ✓ PVEZ.pbo::5_mission\gui\ingamehud.c:29
ItemBase.OnItemLocationChanged T2 yes ✓ PVEZ.pbo::4_world\entities\itembase.c:17
ItemBase.EEOnDamageCalculated — yes ✓ PVEZ.pbo::4_world\entities\itembase.c:35
ItemBase.DamageItemInCargo — yes ✓ PVEZ.pbo::4_world\entities\itembase.c:55
MapMenu.Init — yes ✓ PVEZ.pbo::5_mission\gui\mapmenu.c:3
MenuTeleportManager.UpdateMapEx — yes ✓ PVEZ.pbo::plugins\vppadmintools\5_Mission\menuteleportmanager.c:4
MissionGameplay.OnUpdate T0 yes ✓ PVEZ.pbo::5_mission\missiongameplay.c:11
MissionServer.OnUpdate T0 yes ✓ PVEZ.pbo::5_mission\missionserver.c:49
MissionServer.PlayerDisconnected T3 yes ✓ PVEZ.pbo::5_mission\missionserver.c:88
PlayerBase.OnPlayerLoaded — yes ✓ PVEZ.pbo::4_world\entities\manbase\playerbase.c:18
PlayerBase.EEOnDamageCalculated — yes ✓ PVEZ.pbo::4_world\entities\manbase\playerbase.c:46
PlayerBase.OnBleedingSourceRemoved — yes ✓ PVEZ.pbo::4_world\entities\manbase\playerbase.c:72
PlayerBase.EEKilled T3 yes ✓ PVEZ.pbo::4_world\entities\manbase\playerbase.c:81
PlayerBase.OnRPC T2 yes ✓ PVEZ.pbo::4_world\entities\manbase\playerbase.c:114
PlayerBase.OnScheduledTick T1 yes ✓ PVEZ.pbo::4_world\entities\manbase\playerbase.c:202
TerritoryFlag.SetRefresherActive — yes ✓ PVEZ.pbo::4_world\entities\itembase\basebuildingbase\totem.c:18
Wreck_Mi8_Crashed.EEDelete T3 yes ✗ none PVEZ.pbo::4_world\entities\building\wrecks\wreck_mi8.c:9
Wreck_UH1Y.EEDelete T3 yes ✗ none PVEZ.pbo::4_world\entities\building\wrecks\wreck_uh1y.c:9
ZombieBase.Init — yes ✓ PVEZ.pbo::4_world\entities\creatures\infected\zombiebase.c:11
ZombieBase.EEOnDamageCalculated — yes ✓ PVEZ.pbo::4_world\entities\creatures\infected\zombiebase.c:16
ZombieBase.EvaluateDeathAnimation — yes ✓ PVEZ.pbo::4_world\entities\creatures\infected\zombiebase.c:38
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
MissionServer.OnUpdateT0 1000.0measured0.0248
ItemBase.OnItemLocationChangedT2 130.0measured0.0032
DayZGame.OnRPCT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
Wreck_Mi8_Crashed.EEDeleteT3 0.1placeholder0.0000
Wreck_UH1Y.EEDeleteT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000
MissionServer.PlayerDisconnectedT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
10000.1400 0.000025PVEZ.pbo::3_game\pvez_notificationgui.c:65
50000.1400 0.000005PVEZ.pbo::plugins\expansion\4_world\airdropcontainerbase.c:14

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.

PVEZ.pbo

  • PVEZ requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Navigation

census 1.1 · findings 1.1 · hash 64137a7d76a31fd9