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DayZ-Raven

Description This mod adding ravens to game. Ravens can roam on map and doing sounds. Ravens can move on surface or flying. Ravens can be shoot down. Mod is still under development, but already works and can be used. Territory files for various maps are included together with manual howto setup. Further Info No repacks allowed. Don't ask. Repacking is cancer of DayZ community. You are allowed to look into mod for… (more)

Description This mod adding ravens to game. Ravens can roam on map and doing sounds. Ravens can move on surface or flying. Ravens can be shoot down. Mod is still under development, but already works and can be used. Territory files for various maps are included together with manual howto setup. Further Info No repacks allowed. Don't ask. Repacking is cancer of DayZ community. You are allowed to look into mod for learning purposes or if you want know how it works. Discord: https://discord.gg/49FvN7rRpF Any feedback welcome! -Hunterz- Credits Kamo - great help with blender animations and adjustments MarioE - general animation lessons Mrtea101 - lot of hints in Blender and anims Weyland - sound mastering Nazzgy - help with rvmats and edible base Wanna see ravens flying? Visit server GamingCan Utes (37.120.30.228:3202)

Workshop 2959526520 · mod updated 2026-10-17 · analyzed 2026-10-17 08:37 UTC · history · 10 script files

AnimationEnvironmentMechanicsSound Workshop tags, chosen by the author

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
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.

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 3 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
DayZAnimalCommandDeathModdable.PreAnimUpdate — yes conditional dayz_raven.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:36
DayZAnimalCommandLookAtModdable.PreAnimUpdate — yes ✓ dayz_raven.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:20
DayZAnimalCommandMoveModdable.PreAnimUpdate — yes ✓ dayz_raven.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:3
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.

dayz_raven.pbo

  • RavenAI requiredVersion 0.1 — requires DZ_Data, DZ_data_aiconfigs, DZ_AI
  • DayZ_Raven requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Sounds_Effects, DZ_Animals, DZ_Characters

census 1.1 · findings 1.1 · hash ff19476806123c14