Drippy Sneakers
This mod contains a wide variety of Drippy Sneakers in one collection. The ideology of "one size fits all" kept in mind, where any individual can find comfort. Years of research of finding the truest "drippy" sneakers, to compile the best sneaker mod on the workshop; stunning in itself. May I present DrippySneakers... Enjoy! Any ideas/ suggestions you have for the mod, leave a comment down below. I hope you enjoy… (more)
This mod contains a wide variety of Drippy Sneakers in one collection. The ideology of "one size fits all" kept in mind, where any individual can find comfort. Years of research of finding the truest "drippy" sneakers, to compile the best sneaker mod on the workshop; stunning in itself. May I present DrippySneakers... Enjoy! Any ideas/ suggestions you have for the mod, leave a comment down below. I hope you enjoy what this mod brings! - The drippiest sneaker mod on the workshop - 23 Unique sneakers - Stealth sneaker (quieter when running/ walking) - Display Case that can hold up to 8 sneakers - Sneaker Mystery Box with random chance to drop exclusive shoes (customizable too) - Sneaker Defined Box to drop all exclusive shoes listed (customizable too) - High health; increased durability - Custom textures (created by me) - Gold + Precious gem variants for each sneaker (none destructible) - Custom JSON server file to edit your sneaker walking sounds, running height, or running speed - Solar Red - Pure Platinum - Red October - Gold - - Carbon Black - Ghost White - Straight Olive - Goldenrod Yellow - Gold - - Onyx - Cream - Earth - Zebra - Semi Frozen Yellow - - Core Black White - Core Black Green - Core Black Copper - Core Black Red - Dazzling Blue - - Beluga - Beluga 2.0 - Salt - Slate - Black Red - - Glow - MX Frost Blue - MX Oat - MX Rock - Gold - - OG Light Brown - Light Grey - Chocolate - Triple Black - Gold - - USA - Light Fluorescent - Vivid Purple - Gold - - Default - Gold - - Triple Black - Triple White - OG - Reverse Bred - Chicago Toe - Hyper Royal Tumbled Leather - - Diamond Shorts - Crimson Pulse - Hyper Royal Hyper Violet - Taxi - Visionaire - Gold - - 95 Neon - Gold - - Triple White - Triple Black - Triple Red - Just Do It Pack Orange - University Blue - - University Red - Wheat Black - Pink Gum - Red Gum - Royal Gum - - White Chocolate - Gold - - Wheat Nubuck - Dark Grey Nubuck - Dark Green Nubuck - Gold - - Black - Sarafi - Gray - Anthracite - Dusty Green - Gold - - True White - True Black - Black - Navy - Birch/ True White - Drizzle/ True White - - Blushing/ True White - Black/ Off-White - Fire Red/ True White - Nebulas Blue/ True White - Greener Pastures/ True White - Purple Heather/ True White - - Hot Pink/ True White - Chilli Pepper - Black/ Gray - Black/ Orange - Dakota Roche - Gold - - Pink - Tan - Black - White - Gold - - White - Black - Flame - Orange Zing - Orange Sorbet - Banana - Limeade - Evergreen - - Pistachio - Blue Bolt - Neon Purple - Juice - Elmo - Lightning McQueen - KFC - Gold - - White/ Black - White - Black - Navy - White/ FTP - Black/ FTP - White/ Nike - Black/ Nike - Nike Victori One - - Red/ Nike Air Jordan - Off-White - Black/ Off-White - Red/ Off-White - Yellow/ Off-White - Orange/ Off-White - Blue/ Off-White - Green/ Off-White - Pink/ Off-White - - Light Brown/ Gucci - Brown/ Loius Vuitton - Light Brown/ Loius Vuitton - White/ Loius Vuitton - Green Screen - Christmas Wrapping Paper - Christmas Stocking - Hello Kitty - Gold - If you like this mod and would like to support me, consider donating. All donations are lovely and bring me great joy in life. You can also support me by giving this mod a thumbs up and recommending more servers to add this drippy mod to their server.
Patterns that can stall a single frame regardless of the load figure — see below.
Every server-visible override preserves its chain.
0.00748% of each server frame at 100 players (0.075 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 16 others share it. Ranked list.
Per-player hooks carry 99% of this mod's structural load. 0.075 ms/s in all.
1 hook · 0.074 ms/s
2 hooks · 0.0004 ms/s
| Per-player hooksrun about 30 times a second for each player | 1 hook | 0.074 ms/s | 99% | DayZPlayerImplement.CommandHandler |
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 0.5% | CodeLock.SetActions, Screwdriver.SetActions |
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.
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.
Other findings
super() only on some paths · 1 · warning
- ItemBase.GetAttachmentSoundType calls super.GetAttachmentSoundType() only on some paths — on the others the chain below this mod is dropped.
DrippySneakers.pbo::scripts\4_world\itembase\ItemBase.c:22
- ItemBase.GetAttachmentSoundType calls super.GetAttachmentSoundType() only on some paths — on the others the chain below this mod is dropped.
Per-player-per-frame hooks · 1 · warning
- DayZPlayerImplement.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
DrippySneakers.pbo::scripts\4_world\manbase\DayZPlayerImplement.c:3
- DayZPlayerImplement.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
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.
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 8 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.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | DrippySneakers.pbo::scripts\4_world\itembase\actions\ActionConstructor.c:3 |
CodeLock.SetActions |
T2 | yes | ✓ | DrippySneakers.pbo::scripts\4_world\itembase\entities\codelock\CodeLock.c:4 |
DayZPlayerImplement.CommandHandler |
T1 | yes | ✓ | DrippySneakers.pbo::scripts\4_world\manbase\DayZPlayerImplement.c:3 |
DayZPlayerImplement.ProcessJumpOrClimb |
— | yes | ✓ | DrippySneakers.pbo::scripts\4_world\manbase\DayZPlayerImplement.c:40 |
DayZPlayerImplementFallDamage.HandleFallDamage |
— | yes | ✓ | DrippySneakers.pbo::scripts\4_world\manbase\DayZPlayerImplementFallDamage.c:3 |
ItemBase.GetAttachmentSoundType |
— | yes | conditional | DrippySneakers.pbo::scripts\4_world\itembase\ItemBase.c:22 |
ModItemRegisterCallbacks.RegisterTwoHanded |
— | yes | ✓ | DrippySneakers.pbo::scripts\4_world\manbase\AnimRegistration.c:3 |
Screwdriver.SetActions |
T2 | yes | ✓ | DrippySneakers.pbo::scripts\4_world\itembase\entities\Screwdriver.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
DayZPlayerImplement.CommandHandler | T1 | 3000.0 | measured | 0.0744 |
CodeLock.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Screwdriver.SetActions | T2 | 8.0 | placeholder | 0.0002 |
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.
DrippySneakers.pbo
DrippySneakersrequiredVersion 0.1 — no requiredAddonsDrippySneakers_DatarequiredVersion 0.1 — requiresDZ_Characters_Shoes,DZ_Data
census 1.1 · findings 1.1 · hash fb0ed988b72d81a5