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DayZ-Expansion-Personal-Storage

Features DayZ Expansion Personal Storage introduce to the game the ability to store items in a private and virtual inventory. This mod provide: - Personal Storage (go to a specific location to store/retrieve your items) - Personal Cases (Inspired from Escape From Tarkov cases) if combined with DayZ-Expansion-Quests: - Personal Storage can be locked behind a Quest if combined with DayZ-Expansion-Hardline - Personal… (more)

Features DayZ Expansion Personal Storage introduce to the game the ability to store items in a private and virtual inventory. This mod provide: - Personal Storage (go to a specific location to store/retrieve your items) - Personal Cases (Inspired from Escape From Tarkov cases) if combined with DayZ-Expansion-Quests: - Personal Storage can be locked behind a Quest if combined with DayZ-Expansion-Hardline - Personal Storage can be locked behind a certain reputation amount if combined with DayZ-Expansion-AI: - Personal Storage can be locked behind a faction 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 2946236937 · mod updated 2026-10-15 · analyzed 2026-10-15 11:47 UTC · history · 35 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 32% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 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; 32 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
  • This mod
  • 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
  • 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 99% of this mod's structural load. 0.001 ms/s in all.

99%Event hooks · 99%
3 hooks · 0.00059 ms/s
Lifecycle hooks · 0.3%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99% ItemBase.CanReceiveItemIntoCargo, JMPlayerModule.OnRPC, PlayerBase.SetActions
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.3% PlayerBase.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.

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.

CanReceiveItemIntoCargo on ItemBase
per event
no I/O, timers or RPC
OnRPC on JMPlayerModule
per event
no I/O, timers or RPC
SetActions on PlayerBase
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 12 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 ✓ personalstorage_scripts.pbo::4_World\DayZExpansion_PersonalStorage\Classes\UserActionsComponent\ActionConstructor.c:21
ActionConstructor.RegisterActions — yes ✓ personalstoragenew_scripts.pbo::4_World\DayZExpansion_PersonalStorageNew\Classes\UserActionsComponent\ActionConstructor.c:18
ExpansionSettings.Init — yes ✓ personalstorage_scripts.pbo::3_Game\DayZExpansion_PersonalStorage\Settings\ExpansionSettings.c:17
ExpansionSettings.Init — yes ✓ personalstoragenew_scripts.pbo::3_Game\DayZExpansion_PersonalStorageNew\ExpansionSettings.c:17
ItemBase.CanReceiveItemIntoCargo T2 yes ✓ personalstoragenew_scripts.pbo::4_World\DayZExpansion_PersonalStorageNew\Entities\ItemBase.c:63
JMPlayerForm.OnClientPermissionsUpdated — yes ✓ personalstorage_scripts.pbo::5_Mission\DayZExpansion_PersonalStorage\COT\JMPlayerForm.c:19
JMPlayerForm.InitActionWidgetsStats — yes ✓ personalstorage_scripts.pbo::5_Mission\DayZExpansion_PersonalStorage\COT\JMPlayerForm.c:27
JMPlayerForm.Click_ApplyStats — yes ✓ personalstorage_scripts.pbo::5_Mission\DayZExpansion_PersonalStorage\COT\JMPlayerForm.c:49
JMPlayerModule.GetRPCMax — yes ✗ none personalstorage_scripts.pbo::5_Mission\DayZExpansion_PersonalStorage\COT\JMPlayerModule.c:21
JMPlayerModule.OnRPC T2 yes ✓ personalstorage_scripts.pbo::5_Mission\DayZExpansion_PersonalStorage\COT\JMPlayerModule.c:29
PlayerBase.SetActions T2 yes ✓ personalstorage_scripts.pbo::4_World\DayZExpansion_PersonalStorage\Entities\ManBase\PlayerBase.c:18
PlayerBase.EEKilled T3 yes ✓ personalstorage_scripts.pbo::4_World\DayZExpansion_PersonalStorage\Entities\Objects\ExpansionPersonalStorage.c:71
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.SetActionsT2 8.0placeholder0.0002
JMPlayerModule.OnRPCT2 8.0placeholder0.0002
ItemBase.CanReceiveItemIntoCargoT2 8.0placeholder0.0002
PlayerBase.EEKilledT3 0.1placeholder0.0000

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_personalstorage_preload.pbo

  • DayZExpansion_PersonalStorage_Preload requiredVersion 0.1 — no requiredAddons

languagecore_personalstorage.pbo

  • DayZExpansion_LanguageCore_PersonalStorage requiredVersion 0.1 — no requiredAddons

personalstorage_gui.pbo

  • DayZExpansion_PersonalStorage_GUI requiredVersion 0.1 — no requiredAddons

personalstorage_objects.pbo

  • DayZExpansion_PersonalStorage_Objects requiredVersion 0.1 — requires DZ_Data, DZ_Characters, DayZExpansion_Dta_Core

personalstorage_scripts.pbo

  • DayZExpansion_PersonalStorage_Scripts requiredVersion 0.1 — requires DayZExpansion_Core_Scripts

personalstoragenew_objects.pbo

  • DayZExpansion_PersonalStorageNew_Objects requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Consumables

personalstoragenew_scripts.pbo

  • DayZExpansion_PersonalStorageNew_Scripts requiredVersion 0.1 — requires DayZExpansion_Core_Scripts

census 1.1 · findings 1.1 · hash 8e461bc8f0192e5b