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TOWK's Medical

TOWK Medical TOWK Medical is a custom medical overhaul for DayZ focused on making medical treatment more flexible, more useful, and less restrictive during actual gameplay. YOU CAN REPACK THIS! Join my Discord please: https://discord.gg/pynR8P6eh One of the biggest features of TOWK Medical is the ability to WALK WHILE HEALING. Most custom medical kits can be used while moving instead of forcing the player into a… (more)

TOWK Medical TOWK Medical is a custom medical overhaul for DayZ focused on making medical treatment more flexible, more useful, and less restrictive during actual gameplay. YOU CAN REPACK THIS! Join my Discord please: https://discord.gg/pynR8P6eh One of the biggest features of TOWK Medical is the ability to WALK WHILE HEALING. Most custom medical kits can be used while moving instead of forcing the player into a stationary full-body treatment animation. Medical items can also be used while standing, crouched, or prone, and many of them can be used on yourself or another player. The mod also adds configurable healing, bleeding control, blood regeneration, health regeneration, pain management, shock protection, temperature support, stimulants, and specialized trauma-treatment items. Features Walk while healing Use medical kits while standing, crouched, or prone Use medical kits on yourself or other players Custom moving treatment animations Custom medical kits with multiple uses Configurable health restoration Configurable bleeding treatment Vanilla-style bandaging sounds Persistent timed medical effects Custom medical stimulants Blood regeneration Health regeneration Pain suppression Shock and unconsciousness protection Temporary tourniquet bleed suppression Cold-weather stimulant Faster fracture treatment Server-side JSON configuration Walking While Healing One of the main goals of TOWK Medical is to make treatment feel better during combat and general gameplay. Most custom medical kits use moving treatment animations, allowing the player to continue walking while the medical action is being performed. You are no longer forced to stand completely still every time you need to treat an injury. Medical treatment supports: Standing Crouching Prone Walking while treating yourself Treating another player Treatment still takes time and must complete successfully before the medical effect is applied. Medical Kits AFAK A compact advanced first aid kit designed for treating traumatic injuries in the field. Used for restoring health, controlling bleeding, and stabilizing injuries. Classnames: AFAK_Black AFAK_Tan AFAK_Green IFAK An individual first aid kit intended for immediate treatment of combat injuries. Used to control bleeding, dress wounds, and provide basic trauma care following an injury. Classnames: IFAK_Black IFAK_Tan IFAK_Green Car First Aid Kit A portable multi-use first aid kit intended for cuts, wounds, and moderate injuries. Classname: CarKit CMS Kit A comprehensive medical kit designed for treating significant trauma. Provides wound care, bleeding control, and stabilization for serious injuries. Classname: CmsKit Grizzly First Aid Kit A large trauma kit intended for severe injuries and extensive wounds. Designed for emergency stabilization when more substantial medical treatment is required. Classname: Grizzly_Medikit Salewa A well-stocked medical kit intended for treating wounds and trauma during extended travel or remote emergencies. Classname: Salewa PPI-E Bandage Kit A reusable dressing kit designed for covering wounds and controlling active bleeding. Useful for quickly treating multiple injuries without carrying individual bandages. Classname: BandageDressingKit Specialized Medical Items AI-2 A compact emergency medical kit intended to help stabilize a player after serious injury and blood loss. Provides immediate treatment followed by additional blood regeneration over time. Classname: Ai2 Aluminum Splint A lightweight rigid splint used to immobilize and stabilize a fractured leg. Classname: AluSplint Tourniquet An emergency bleeding-control device used to temporarily suppress active bleeding. When the configured duration expires, the bleeding sources suppressed by the tourniquet return. Classname: Tourniquet Medication Golden Star A powerful emergency combat medication designed to keep a severely injured player conscious and functional. While active, Golden Star suppresses pain effects, restores shock, and prevents shock-based unconsciousness for its configured duration. Classname: GoldenStar Ibuprofen An anti-inflammatory pain medication used to reduce pain and discomfort caused by injuries. Provides extended pain suppression while active. Classname: Ibuprofen Combat Stimulants Propital A fast-acting combat medical injector intended for rapid stabilization following an injury. Provides immediate health restoration. Classname: Propital ETG An advanced regenerative combat stimulant intended for emergency treatment after significant trauma. ETG provides immediate treatment followed by continued health regeneration over time and can also treat bleeding wounds. Classname: ETG ThermaStim An emergency cold-weather stimulant intended for prolonged exposure to cold conditions. While active, ThermaStim keeps the player's heat reserve replenished. Classname: ThermaStim Configuration TOWK Medical automatically creates a server-side configuration file at: $profile:TOWKMedical\Config.json Server owners can change the behavior of many medical items without modifying the PBO. Configurable values include: Health HealthPerSecond BloodRegen BleedsPerUse DurationSeconds Classnames AFAK_Black AFAK_Tan AFAK_Green IFAK_Black IFAK_Tan IFAK_Green CarKit CmsKit Grizzly_Medikit Salewa BandageDressingKit Ai2 AluSplint Tourniquet GoldenStar Ibuprofen Propital ETG ThermaStim Repacking / Reuploading Permissions YOU CAN REPACK THIS, Plz just do not try and shill this mod as your own, I spent money on developing this for the models, this is a free mod for everyone All I ask is that you leave credits in your modpack and a link to this medical mod for others to see. Credits Author: The One Who Knocks Steam: SHAD0W_D0G5 SteamID: 76561199114621491 Discord: ur.fren.exe Credits: Kyle About TOWK Medical is designed to provide a deeper and more useful medical system without turning basic treatment into an overly complicated process. The goal is to give players more options for treating injuries while keeping the medical system easy to understand and practical during actual gameplay. The moving treatment system is a major part of that goal, allowing players to keep moving and react to what is happening around them instead of being completely locked in place whenever they need medical treatment.

Workshop 3786013374 · mod updated 2026-09-02 · analyzed 2026-10-03 09:43 UTC · history · 12 script files

AnimationCharacterEquipmentMechanics 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
Heavier than 41% 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; 21 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
  • This mod
  • 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 99.6% of this mod's structural load. 0.001 ms/s in all.

99.6%Event hooks · 99.6%
6 hooks · 0.0012 ms/s
Lifecycle hooks · 0.2%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0012 ms/s 99.6% ActionInjectMorphineSelf.ActionCondition, ActionInjectMorphineTarget.ActionCondition, BandageDressing.SetActions and 3 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.2% MissionServer.OnInit

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.

SetActions × 3 classes
per event
no I/O, timers or RPC
ActionCondition × 2 classes
per event
no I/O, timers or RPC
OnVariablesSynchronized 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 15 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 ✓ TOWKMedical.pbo::Scripts\4_World\Integration\ActionConstructor.c:3
ActionInjectMorphineSelf.ActionCondition T2 yes ✓ TOWKMedical.pbo::Scripts\4_World\Actions\MedicalActions.c:347
ActionInjectMorphineSelf.Post_SetupAction — yes ✓ TOWKMedical.pbo::Scripts\4_World\Actions\MedicalActions.c:363
ActionInjectMorphineSelf.ApplyModifiers — yes conditional TOWKMedical.pbo::Scripts\4_World\Actions\MedicalActions.c:378
ActionInjectMorphineTarget.ActionCondition T2 yes ✓ TOWKMedical.pbo::Scripts\4_World\Actions\MedicalActions.c:403
ActionInjectMorphineTarget.Post_SetupAction — yes ✓ TOWKMedical.pbo::Scripts\4_World\Actions\MedicalActions.c:424
ActionInjectMorphineTarget.ApplyModifiers — yes conditional TOWKMedical.pbo::Scripts\4_World\Actions\MedicalActions.c:443
BandageDressing.SetActions T2 yes ✓ TOWKMedical.pbo::Scripts\4_World\Integration\ItemOverrides.c:3
MissionServer.OnInit T3 yes ✓ TOWKMedical.pbo::Scripts\5_Mission\MissionServer.c:3
ModifiersManager.Init — yes ✓ TOWKMedical.pbo::Scripts\4_World\Effects\MedicalEffects.c:312
ModItemRegisterCallbacks.RegisterEmptyHanded — yes ✓ TOWKMedical.pbo::Scripts\4_World\Integration\AnimationProfiles.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ TOWKMedical.pbo::Scripts\4_World\Integration\AnimationProfiles.c:15
PlayerBase.OnVariablesSynchronized T2 yes ✓ TOWKMedical.pbo::Scripts\4_World\Core\MedicalCooldown.c:15
Rag.SetActions T2 yes ✓ TOWKMedical.pbo::Scripts\4_World\Integration\ItemOverrides.c:13
Splint.SetActions T2 yes ✓ TOWKMedical.pbo::Scripts\4_World\Integration\ItemOverrides.c:23
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionInjectMorphineSelf.ActionConditionT2 8.0placeholder0.0002
ActionInjectMorphineTarget.ActionConditionT2 8.0placeholder0.0002
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
BandageDressing.SetActionsT2 8.0placeholder0.0002
Rag.SetActionsT2 8.0placeholder0.0002
Splint.SetActionsT2 8.0placeholder0.0002
MissionServer.OnInitT3 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.

TOWKMedical.pbo

  • TOWKMedical requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Medical, DZ_Gear_Containers, DZ_Characters

census 1.1 · findings 1.1 · hash f56aaf0cbda504c4