← modperf

Stack composer

Started from SIBERIA OFFICIAL V5 | Hardcore | Bases | PVPZones | Redhunter: the 21 mods it publishes to the Steam server browser (as of 2026-10-21), put back into load order — servers publish the list last-loaded first. Mods loaded with -servermod= are never published, so they are not here; add them if you know them.

Your stack in load order, earliest first. Drag a row, or use the arrows, to reorder.

  1. 1 CF
  2. 2 SiberiaMap not analyzed
  3. 3 VPPAdminTools
  4. 4 Namalsk Survival
  5. 5 Basic Map
  6. 6 DayZ Horse
  7. 7 DayZ-Dog
  8. 8 Survivor Animations
  9. 9 WindstridesClothingPack
  10. 10 BetterSky not analyzed
  11. 11 InediaInfectedAI
  12. 12 AI Bandits not analyzed
  13. 13 AIB_Unleashed not analyzed
  14. 14 BuilderItems
  15. 15 STALKER Ambience & Music UPDATED not analyzed
  16. 16 Code Lock
  17. 17 Peek Doors not analyzed
  18. 18 CloseAllDoors not analyzed
  19. 19 MBM_FordRangerF150 not analyzed
  20. 20 BetterTrac not analyzed
  21. 21 PVEZ Reloaded
Edit as text

One Workshop id or URL per line, in load order. Up to 250 mods.

9 of 21 mods not analyzed yet — left out of the composition below. Open a mod's page to request its analysis.
Stall risks

File I/O on hot paths, timers created per event, and per-player-per-frame hooks across the stack. These can stall a frame regardless of the load figure. See all 8 below.

Mods silencing mods
1 conflict

Across 67 server-side methods hooked by two or more mods.

Structural load
0.38% of a frame at 100 players

3.833 ms per second, all 12 mods combined. Hook dispatch and timers only — not what the hooks do inside. Methodology.

Who silences whom#

A later-loaded mod overrides a method without super(), so the earlier mod's code on that method — and vanilla's — never runs. Whether that is a bug or the whole point of the mod is the author's call; this shows the structure, not intent.

The one pair#

VPPAdminToolssilencesInediaInfectedAI1 method
SurvivorBase.EOnFrame event · T1 InediaInfectedAI's work on this event never runs. For SurvivorBase instances, through its ancestor PlayerBase. VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:42

Hot hooks shared across the stack#

The engine calls the last-loaded mod first; each super() hands on to the mod before it, ending at vanilla. Badges show what each mod's override calls inside — that body work, not the chain itself, is what costs frame time.

PlayerBase.CommandHandler
about 30× per player per second
Survivor Animations then DayZ Horse then Namalsk Survival then VPPAdminTools RPC send then vanilla
MissionServer.OnUpdate
every server frame
PVEZ Reloaded then Survivor Animations then Namalsk Survival then CF then vanilla
DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
PlayerBase.EEItemAttached
every inventory move
InediaInfectedAI then WindstridesClothingPack then DayZ-Dog then Namalsk Survival then vanilla
PlayerBase.EEItemDetached
every inventory move
InediaInfectedAI then WindstridesClothingPack then Namalsk Survival then vanilla
ItemBase.EEItemLocationChanged
every inventory move
DayZ-Dog then DayZ Horse then vanilla
PlayerBase.SetActions
per event
InediaInfectedAI then WindstridesClothingPack then Survivor Animations then DayZ-Dog then DayZ Horse then Namalsk Survival then VPPAdminTools then vanilla
PlayerBase.OnRPC
per event
PVEZ Reloaded then InediaInfectedAI then Namalsk Survival then VPPAdminTools then vanilla
DayZGame.OnRPC
per event
PVEZ Reloaded RPC send world scan then VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla
PlayerBase.OnVariablesSynchronized
per event
InediaInfectedAI then DayZ-Dog then VPPAdminTools then vanilla
BandageDressing.SetActions
per event
DayZ-Dog then DayZ Horse then vanilla
PlayerBase.CanDropEntity
per event
DayZ-Dog sometimes stops here then DayZ Horse sometimes stops here then vanilla

Stall risks#

8 places where one mod's code can hold up a frame by itself, whatever the load figure says. Each is a pattern found in the code, not a measurement: how much it costs depends on what the hook does inside. Most severe first, then in load order.

VPPAdminTools
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\PlayerBase.c:401
VPPAdminTools
SurvivorBase.EOnFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:42
VPPAdminTools
SurvivorBase.EOnPostFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:61
Namalsk Survival
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
ns_dayz.pbo::scripts\4_World\NamalskSurvival\Entities\ManBase\PlayerBase.c:106
DayZ Horse
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
dayz_horse.pbo::Scripts\4_World\PlayerBase.c:49
Survivor Animations
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115
InediaInfectedAI
PlayerBase.EOnFrame
about 30× per player per second
Per-player, per-frame hook warning
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:523
PVEZ Reloaded
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
PVEZ.pbo::4_world\entities\manbase\playerbase.c:202

Everything else#

All 67 server-side methods hooked by two or more mods

vanilla → earliest mod → … → latest mod (dispatch enters at the latest). struck = suppressed by a later chain break; ✂ = no super(); "(cond)" = super() only on some paths.

methodtierchain (load order)
ActionConstructor.RegisterActions — vanilla → VPPAdminTools → Namalsk Survival → Basic Map → DayZ Horse → DayZ-Dog → Survivor Animations → WindstridesClothingPack → InediaInfectedAI → Code Lock
PlayerBase.SetActions T2 vanilla → VPPAdminTools → Namalsk Survival → DayZ Horse → DayZ-Dog → Survivor Animations → WindstridesClothingPack → InediaInfectedAI
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools → DayZ Horse → DayZ-Dog → PVEZ Reloaded
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → Namalsk Survival → DayZ Horse → DayZ-Dog → WindstridesClothingPack
PlayerBase.CanBeTargetedByAI — vanilla → VPPAdminTools (cond) → Namalsk Survival (cond) → DayZ Horse (cond) → DayZ-Dog (cond) → InediaInfectedAI (cond)
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → Namalsk Survival → InediaInfectedAI
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → DayZ Horse → DayZ-Dog
MissionServer.OnUpdate T0 vanilla → CF → Namalsk Survival → Survivor Animations → PVEZ Reloaded
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Namalsk Survival → WindstridesClothingPack → InediaInfectedAI
PlayerBase.CommandHandler T1 vanilla → VPPAdminTools → Namalsk Survival → DayZ Horse → Survivor Animations
PlayerBase.EEItemAttached T2 vanilla → Namalsk Survival → DayZ-Dog → WindstridesClothingPack → InediaInfectedAI
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → Namalsk Survival → InediaInfectedAI → PVEZ Reloaded
PlayerBase.Init — vanilla → VPPAdminTools → Namalsk Survival → DayZ-Dog → Survivor Animations
PlayerBase.OnConnect — vanilla → VPPAdminTools → DayZ Horse → DayZ-Dog → InediaInfectedAI
PlayerBase.OnRPC T2 vanilla → VPPAdminTools → Namalsk Survival → InediaInfectedAI → PVEZ Reloaded
AnimalBase.CanBeTargetedByAI — vanilla → DayZ Horse (cond) → DayZ-Dog (cond) → InediaInfectedAI (cond)
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond) → PVEZ Reloaded
MissionBase.CreateScriptedMenu — vanilla → VPPAdminTools → Basic Map → DayZ-Dog
MissionServer.InvokeOnConnect T3 vanilla → CF → Namalsk Survival → Code Lock
MissionServer.OnEvent — vanilla → CF → VPPAdminTools → InediaInfectedAI
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools → InediaInfectedAI
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → DayZ Horse → DayZ-Dog
PlayerBase.EEItemDetached T2 vanilla → Namalsk Survival → WindstridesClothingPack → InediaInfectedAI
PlayerBase.OnVariablesSynchronized T2 vanilla → VPPAdminTools → DayZ-Dog → InediaInfectedAI
PluginManager.Init — vanilla → VPPAdminTools → DayZ Horse → Code Lock
ActionManagerBase.ActionPossibilityCheck — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
ActionSkinning.OnFinishProgressServer — vanilla → WindstridesClothingPack → InediaInfectedAI (cond)
ActionUnpin.OnStartServer — vanilla → VPPAdminTools → PVEZ Reloaded
ActionUnrestrainSelf.OnFinishProgressServer — vanilla → Namalsk Survival ✂ → InediaInfectedAI
AttachmentCategoriesRow.DoubleClick — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
AttachmentCategoriesRow.RefreshSlot — vanilla → DayZ Horse → DayZ-Dog
BandageDressing.SetActions T2 vanilla → DayZ Horse → DayZ-Dog
CarScript.CanBeTargetedByAI — vanilla → DayZ-Dog (cond) → InediaInfectedAI (cond)
DayZAnimalCommandAttackModdable.PreAnimUpdate — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
DayZAnimalCommandMoveModdable.PreAnimUpdate — vanilla → DayZ Horse → DayZ-Dog
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
DayZPlayerImplement.ModCommandHandlerAfter — vanilla → DayZ Horse → DayZ-Dog
DayZPlayerImplementFallDamage.HandleFallDamage — vanilla → Namalsk Survival (cond) → InediaInfectedAI (cond)
DayZPlayerMeleeFightLogic_LightHeavy.DamageHands — vanilla → Namalsk Survival ✂ → InediaInfectedAI
EmoteManager.PlayEmote — vanilla → DayZ-Dog → Survivor Animations (cond)
FireplaceBase.StartFire — vanilla → Namalsk Survival → InediaInfectedAI
Hologram.EvaluateCollision — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
Hologram.ProjectionBasedOnParent — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
ItemBase.EEItemLocationChanged T2 vanilla → DayZ Horse → DayZ-Dog
MissionServer.OnClientNewEvent T3 vanilla → CF → InediaInfectedAI
MissionServer.OnClientRespawnEvent T3 vanilla → CF → Namalsk Survival (cond)
ModItemRegisterCallbacks.RegisterCustom — vanilla → CF → DayZ Horse
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → Namalsk Survival
ModifiersManager.Init — vanilla → Namalsk Survival → InediaInfectedAI
PlayerBase.CanClimb — vanilla → DayZ Horse (cond) → InediaInfectedAI (cond)
PlayerBase.CanDropEntity T2 vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
PlayerBase.CanJump — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
PlayerBase.CanReceiveAttachment T2 vanilla → Namalsk Survival (cond) → DayZ-Dog (cond)
PlayerBase.CanReceiveItemIntoHands T2 vanilla → Namalsk Survival (cond) → DayZ Horse (cond)
PlayerBase.EEHitBy T2 vanilla → DayZ-Dog → InediaInfectedAI (cond)
PlayerBase.EOnContact — vanilla → Namalsk Survival → DayZ-Dog
PlayerBase.OnCommandDeathStart — vanilla → DayZ Horse → DayZ-Dog
PlayerBase.OnDisconnect — vanilla → DayZ-Dog → InediaInfectedAI (cond)
PlayerContainer.DoubleClick — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
PlayerContainer.ItemAttached — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
PlayerContainer.MouseClick — vanilla → DayZ Horse (cond) → DayZ-Dog (cond)
PluginRecipesManagerBase.RegisterRecipies — vanilla → DayZ Horse → WindstridesClothingPack
Rag.SetActions T2 vanilla → DayZ Horse → DayZ-Dog
Weapon_Base.EEFired — vanilla → VPPAdminTools → InediaInfectedAI
ZombieBase.CanBeTargetedByAI — vanilla → DayZ Horse → DayZ-Dog (cond)
ZombieBase.EEHitBy T2 vanilla → DayZ-Dog → InediaInfectedAI (cond)
443 methods hooked by only one of these mods

No cross-mod interaction is possible here; a ✂ still means vanilla's behaviour on that method is replaced.

methodtiermod
AITargetCallbacksPlayer.GetMaxVisionRangeModifier — InediaInfectedAI
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionBandageHorse.ActionCondition T2 InediaInfectedAI (cond)
ActionBandageHorse.ApplyBandage — InediaInfectedAI
ActionBandageSelf.ActionCondition T2 InediaInfectedAI
ActionBandageTarget.ActionCondition T2 InediaInfectedAI
ActionBuildPart.OnFinishProgressServer — InediaInfectedAI
ActionCloseDoors.ActionCondition T2 InediaInfectedAI
ActionCloseDoors.OnEndServer — InediaInfectedAI (cond)
ActionCloseFence.ActionCondition T2 Code Lock
ActionConsume.ActionCondition T2 InediaInfectedAI
ActionConsume.OnEndServer — InediaInfectedAI
ActionConsume.SetupAction — InediaInfectedAI
ActionConsumeSingle.ActionCondition T2 InediaInfectedAI
ActionConsumeSingle.OnExecuteServer — InediaInfectedAI
ActionDisinfectSelf.ActionCondition T2 InediaInfectedAI
ActionDisinfectSelf.OnFinishProgressServer — InediaInfectedAI
ActionDisinfectTarget.ActionCondition T2 InediaInfectedAI
ActionDisinfectTarget.OnFinishProgressServer — InediaInfectedAI
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDismantlePart.OnFinishProgressServer — InediaInfectedAI
ActionDrinkPondContinuous.ActionCondition T2 InediaInfectedAI
ActionDrinkPondContinuous.OnFinishProgressServer — InediaInfectedAI
ActionDrinkWellContinuous.ActionCondition T2 InediaInfectedAI
ActionDrinkWellContinuous.OnFinishProgressServer — InediaInfectedAI
ActionForceConsume.ActionCondition T2 InediaInfectedAI
ActionForceConsume.OnEndServer — InediaInfectedAI
ActionForceConsume.SetupAction — InediaInfectedAI
ActionForceConsumeSingle.ActionCondition T2 InediaInfectedAI
ActionForceConsumeSingle.OnExecuteServer — InediaInfectedAI
ActionGetInTransport.OnEndServer — DayZ-Dog
ActionGetOutTransport.OnEndServer — DayZ-Dog
ActionGiveBloodSelf.ActionCondition T2 InediaInfectedAI
ActionGiveBloodSelf.OnEndServer — InediaInfectedAI
ActionGiveBloodTarget.ActionCondition T2 InediaInfectedAI
ActionGiveBloodTarget.OnEndServer — InediaInfectedAI
ActionGiveSalineSelf.ActionCondition T2 InediaInfectedAI
ActionGiveSalineSelf.OnFinishProgressServer — InediaInfectedAI
ActionGiveSalineTarget.ActionCondition T2 InediaInfectedAI
ActionGiveSalineTarget.OnFinishProgressServer — InediaInfectedAI
ActionInjectSelf.ActionCondition T2 InediaInfectedAI
ActionInjectSelf.OnExecuteServer — InediaInfectedAI
ActionInjectTarget.ActionCondition T2 InediaInfectedAI
ActionInjectTarget.OnExecuteServer — InediaInfectedAI
ActionMineRock.OnFinishProgressServer — InediaInfectedAI
ActionMineTree.OnFinishProgressServer — InediaInfectedAI
ActionOpenDoors.OnEndServer — InediaInfectedAI (cond)
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPin.OnStartServer — VPPAdminTools
ActionSawPlanks.OnFinishProgressServer — InediaInfectedAI
ActionSewSelf.ActionCondition T2 InediaInfectedAI
ActionSewTarget.ActionCondition T2 InediaInfectedAI
ActionSkinningCB.CreateActionComponent — InediaInfectedAI (cond)
ActionSplintSelf.ActionCondition T2 InediaInfectedAI (cond)
ActionSplintTarget.ActionCondition T2 InediaInfectedAI (cond)
ActionTargetsCursor.GetItemCargoCount — InediaInfectedAI (cond)
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionUnrestrainSelf.OnUpdate T0 InediaInfectedAI
ActionWashHeadItemContinuous.ActionCondition T2 Namalsk Survival ✂
ActionWashHeadWater.ActionCondition T2 Namalsk Survival ✂
ActionWashHeadWell.ActionCondition T2 Namalsk Survival ✂
AdminTools.HealRepairTarget — InediaInfectedAI (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AimingModelFilterShake.onUpdate — InediaInfectedAI
AirborneMask.GetVoiceEffect — Namalsk Survival ✂
AirborneMask.IsObstructingVoice — Namalsk Survival ✂
AlarmClock_ColorBase.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
AlarmClock_ColorBase.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI ✂
AlarmClock_ColorBase.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
AnimalBase.EEHitBy T2 InediaInfectedAI (cond)
AnimalBase.EEInit T3 InediaInfectedAI
AnimalBase.EEKilled T3 DayZ-Dog
AnimalBase.ModCommandHandlerAfter — InediaInfectedAI
AnimalBase.ModCommandHandlerBefore — InediaInfectedAI
AnimalBase.OnReceivedHit — InediaInfectedAI
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AnimalBase.OnVariablesSynchronized T2 InediaInfectedAI
AnimalBase.ResistContaminatedEffect — InediaInfectedAI (cond)
AnimatedActionBase.OnUpdate T0 InediaInfectedAI
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AreaExposureMdfr.OnTick — Namalsk Survival ✂
Armband_ColorBase.SwitchItemSelectionTextureEx — Namalsk Survival
BasicMapMenu.Init — PVEZ Reloaded
BasicMapMenu.UpdateMarkers — PVEZ Reloaded
BleedingSource.OnUpdateServer — InediaInfectedAI
BleedingSourcesManagerServer.AddBleedingSource — InediaInfectedAI (cond)
BleedingSourcesManagerServer.OnTick — InediaInfectedAI
BleedingSourcesManagerServer.ProcessHit — Namalsk Survival ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BookMenu.Init — Namalsk Survival ✂
BookMenu.OnHide — Namalsk Survival
BreathVapourMdfr.OnTick — Namalsk Survival (cond)
BrokenArmsMdfr.ActivateCondition — InediaInfectedAI (cond)
BrokenLegsMdfr.OnDeactivate — InediaInfectedAI
BroomBase.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
BroomBase.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
BroomBase.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFill.CalcAndSetQuantity — Namalsk Survival
CAContinuousFill.Setup — Namalsk Survival
CAContinuousMineWood.DamagePlayersHands — Namalsk Survival (cond)
CarScript.DamageCrew — InediaInfectedAI
CarScript.EEInit T3 InediaInfectedAI
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CarScript.OnUpdate T0 InediaInfectedAI
CarimMenuMap.LoadMapMarkers — PVEZ Reloaded
Chemlight_ColorBase.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
Chemlight_ColorBase.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
Chemlight_ColorBase.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
Chemlight_Red.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
ChernarusMap.OnRPC T2 Basic Map
ChernarusMap.OnStoreLoad T3 Basic Map
ChernarusMap.OnStoreSave T3 Basic Map
ChernarusMap.OnUApiLoad — Basic Map
ChernarusMap.OnUApiSave — Basic Map
ChernarusMap.SetActions T2 Basic Map
ChernarusMap.SyncMapMarkers — Basic Map
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
ClosableContainer.Refresh — InediaInfectedAI
ComponentAnimalBleeding.CreateWound — InediaInfectedAI (cond)
ContaminatedArea_Base.OnPlayerEnterServer — Namalsk Survival ✂
ContaminatedArea_Base.OnPlayerExitServer — Namalsk Survival ✂
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CoughSymptom.OnGetActivatedServer — InediaInfectedAI
CraftImprovisedExplosive.CanDo — Namalsk Survival ✂
CreditsLoader.GetData — CF ✂
DayZAnimalCommandLookAtModdable.PreAnimUpdate — DayZ Horse
DayZGame.OnEvent — CF
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZPlayerCameraIronsights.OnUpdate T0 DayZ Horse
DayZPlayerImplement.AimingModel — DayZ Horse
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.CanJump — DayZ Horse (cond)
DayZPlayerImplement.GetBootsType — Namalsk Survival ✂
DayZPlayerImplement.HandleDeath — Namalsk Survival
DayZPlayerImplement.HandleView — PVEZ Reloaded
DayZPlayerImplement.HeadingModel — DayZ Horse (cond)
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplement.ProcessJumpOrClimb — DayZ Horse
DayZPlayerImplementAiming.ProcessAimFilters — InediaInfectedAI
DayZPlayerImplementFallDamage.AttachBleedingToZonesByHeight — Namalsk Survival (cond)
DayZPlayerImplementMeleeCombat.TrySelectFinisherType — InediaInfectedAI (cond)
DayZPlayerImplementThrowing.HandleThrowing — DayZ-Dog
DayZPlayerMeleeFightLogic_LightHeavy.HandleComboHit — InediaInfectedAI (cond)
DayZPlayerMeleeFightLogic_LightHeavy.Init — InediaInfectedAI
DestructionEffectGasCanister.OnEntityDestroyedOneTimeServer — InediaInfectedAI
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteConstructor.RegisterEmotes — Survivor Animations
EmoteManager.CanPlayEmote — DayZ Horse (cond)
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.OnEmoteEnd — DayZ-Dog
EmoteManager.Update — DayZ-Dog
EnochData.WeatherOnBeforeChange — VPPAdminTools
Environment.ApplyDrynessToItemEx — Namalsk Survival
Environment.CollectAndSetPlayerData — Namalsk Survival
Environment.DetermineHeatcomfortBehavior — Namalsk Survival (cond)
Environment.Init — Namalsk Survival
Environment.ProcessHeatComfort — Namalsk Survival ✂
Environment.SetHeatcomfortDirectly — Namalsk Survival
ExpansionMapMenu.Init — PVEZ Reloaded
ExpansionMapMenu.UpdateMarkers — PVEZ Reloaded
ExplosivesBase.OnExplode — InediaInfectedAI
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
FirearmActionBase.OnUpdate T0 InediaInfectedAI
FireplaceBase.CanCookOnStick — Namalsk Survival
FireplaceBase.CookOnDirectSlot — Namalsk Survival (cond)
FireplaceBase.CookWithEquipment — Namalsk Survival (cond)
FireplaceBase.Heating — Namalsk Survival
FireplaceBase.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
FireplaceBase.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI ✂
FireplaceBase.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
FireplaceBase.SmokeOnSmokingSlot — Namalsk Survival (cond)
FireworksLauncher.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
FireworksLauncher.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI ✂
FireworksLauncher.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
FlammableBase.EEDelete T3 Namalsk Survival
FlammableBase.EEInit T3 Namalsk Survival
FlammableBase.EEItemLocationChanged T2 Namalsk Survival
FlammableBase.OnWorkStart — Namalsk Survival
FlammableBase.OnWorkStop — Namalsk Survival
Flashlight.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
Flashlight.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
Flashlight.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
FracturedLegNotfr.DisplayBadge — InediaInfectedAI (cond)
FreezeRattleSymptom.OnGetActivatedServer — Namalsk Survival ✂
GP5GasMask.GetVoiceEffect — Namalsk Survival ✂
GP5GasMask.IsObstructingVoice — Namalsk Survival ✂
GasMask.GetVoiceEffect — Namalsk Survival ✂
GasMask.IsObstructingVoice — Namalsk Survival ✂
GesturesMenu.GetGestureItems — Survivor Animations
GesturesMenu.OnMenuRelease — Survivor Animations
Grenade_Base.EEHitBy T2 VPPAdminTools
Hacksaw.SetActions T2 Code Lock
HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition — DayZ Horse (cond)
HandSelectAnimationOfMoveFromHandsEvent.GuardCondition — DayZ Horse (cond)
HandSelectAnimationOfSwapInHandsEvent.GuardCondition — DayZ Horse (cond)
HandSelectAnimationOfTakeToHandsEvent.GuardCondition — DayZ Horse (cond)
Headtorch_Black.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
Headtorch_ColorBase.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
Headtorch_ColorBase.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
Headtorch_ColorBase.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
HealPlayerChatModule.ExecuteCommand — InediaInfectedAI
HealthRegenMdfr.OnTick — Namalsk Survival ✂
HeatComfortMdfr.OnTick — Namalsk Survival ✂
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hit_MeatBones.BloodSplatGround — InediaInfectedAI (cond)
Hit_MeatBones.BloodSplatWall — InediaInfectedAI (cond)
House.CanDoorBeClosed — InediaInfectedAI (cond)
InjuredLegNotfr.DisplayBadge — InediaInfectedAI (cond)
InjuryAnimationHandler.GetInjuryLevel — InediaInfectedAI
InjuryAnimationHandler.GetOverrideLevel — InediaInfectedAI
IntroSceneCharacter.CharacterLoad — DayZ-Dog
Inventory.OnShow — Namalsk Survival
Inventory.SetLayoutName — Namalsk Survival ✂
ItemBase.CanBeDisinfected — InediaInfectedAI (cond)
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.DamageItemInCargo — PVEZ Reloaded
ItemBase.EEOnDamageCalculated — PVEZ Reloaded
ItemBase.EOnContact — InediaInfectedAI
ItemBase.GetProtectionLevel — Namalsk Survival (cond)
ItemBase.InitializeActions — InediaInfectedAI (cond)
ItemBase.OnItemLocationChanged T2 PVEZ Reloaded
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
ItemBase.SetActions T2 InediaInfectedAI
JMPlayerModule.Exec_Heal — InediaInfectedAI
KeybindingElement.Reload — CF
KitchenTimer.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
KitchenTimer.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI ✂
KitchenTimer.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
LandMineTrap.EEHitBy T2 VPPAdminTools
LandMineTrap.Explode — InediaInfectedAI
Land_FuelStation_Feed.EEKilled T3 InediaInfectedAI
LaughterSymptom.OnGetActivatedServer — InediaInfectedAI
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
MapMenu.Init — PVEZ Reloaded
MapNavigationBehaviour.OrderedAltitudeNumbersPosition — Namalsk Survival ✂
MapNavigationBehaviour.OrderedPositionNumbersFromGridCoords — Namalsk Survival ✂
MaskBase.CanPutAsAttachment — WindstridesClothingPack
MaskMdfr.OnTick — Namalsk Survival ✂
MenuTeleportManager.UpdateMapEx — PVEZ Reloaded
MissionBase.CF_IsLoaded — CF ✂
MissionBase.InitialiseWorldData — Namalsk Survival (cond)
MissionServer.DecontaminatePhoenix — Namalsk Survival ✂
MissionServer.GetLantiaControllerServer — Namalsk Survival ✂
MissionServer.GetPhoenixState — Namalsk Survival ✂
MissionServer.HandleBody — Namalsk Survival (cond)
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientDisconnectedEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.SetPhoenixState — Namalsk Survival ✂
MissionServer.TickScheduler T0 InediaInfectedAI
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterRestrained — CF
ModItemRegisterCallbacks.RegisterSurrender — CF
ModLoader.GetMods — CF ✂
ModLoader.LoadMods — CF ✂
ModStructure.GetDebugName — CF
ModStructure.GetModActionURL — CF ✂
ModStructure.GetModLogo — CF ✂
ModStructure.GetModLogoOver — CF ✂
ModStructure.GetModLogoSmall — CF ✂
ModStructure.GetModName — CF ✂
ModStructure.GetModOverview — CF ✂
ModStructure.GetModToltip — CF ✂
ModifiersManager.ActivateModifier — InediaInfectedAI (cond)
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NoiseAIEvaluate.GetNoiseReduction — InediaInfectedAI ✂
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
PainHeavySymptom.OnGetActivatedServer — InediaInfectedAI
PetrolLighter.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI ✂
PipeWrench.SetActions T2 Namalsk Survival
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlayerBase.AddNoise — InediaInfectedAI (cond)
PlayerBase.CanEatAndDrink — Namalsk Survival (cond)
PlayerBase.CanPickupHeavyItem — DayZ Horse (cond)
PlayerBase.CanReleaseAttachment T2 Namalsk Survival (cond)
PlayerBase.Consume — Namalsk Survival ✂
PlayerBase.DamageAllLegs — InediaInfectedAI (cond)
PlayerBase.EEHealthLevelChanged T2 Namalsk Survival
PlayerBase.EEOnDamageCalculated — PVEZ Reloaded
PlayerBase.EOnFrame T1 InediaInfectedAI
PlayerBase.EOnInit T3 InediaInfectedAI ✂
PlayerBase.EvaluateDamageHitAnimation — InediaInfectedAI (cond)
PlayerBase.GetHitComponentForAI — InediaInfectedAI (cond)
PlayerBase.InsertAgent — InediaInfectedAI (cond)
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnBleedingSourceRemoved — PVEZ Reloaded
PlayerBase.OnCommandClimbFinish — InediaInfectedAI
PlayerBase.OnCommandHandlerTick — InediaInfectedAI
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnLadder — Namalsk Survival (cond)
PlayerBase.OnLand — InediaInfectedAI
PlayerBase.OnParticleEvent — Survivor Animations
PlayerBase.OnPlayerLoaded — PVEZ Reloaded
PlayerBase.OnReceivedHit — InediaInfectedAI
PlayerBase.OnScheduledTick T1 PVEZ Reloaded
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoad T3 InediaInfectedAI
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnStoreSave T3 InediaInfectedAI
PlayerBase.OnSyncJuncture — Namalsk Survival
PlayerBase.OnThrowingModeChange — InediaInfectedAI
PlayerBase.OnUnconsciousStart — InediaInfectedAI
PlayerBase.OnUnconsciousStop — DayZ Horse
PlayerBase.ProcessFeetDamageServer — Namalsk Survival (cond)
PlayerBase.SaveAreaPersistenceFlag — Namalsk Survival ✂
PlayerBase.SetDecayEffects — Namalsk Survival ✂
PlayerBase.SwitchItemSelectionTexture — Namalsk Survival
PlayerBase.UpdateBrokenLegs — InediaInfectedAI (cond)
PlayerContainer.UpdateInterval — Namalsk Survival
PlayerManager.HealPlayers — InediaInfectedAI (cond)
PlayerStatsPCO_current.Init — Namalsk Survival
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginLifespan.CanMakeHandsBloody — Namalsk Survival ✂
PluginRecipesManager.RegisterRecipies — DayZ-Dog
PluginTransmissionAgents.TransmitAgentsEx — Namalsk Survival (cond)
PortableGasLamp.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
PortableGasLamp.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
PortableGasLamp.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
PortableGasStove.OnWork — Namalsk Survival (cond)
PortableGasStove.OnWorkStart — Namalsk Survival
PortableGasStove.OnWorkStop — Namalsk Survival
PowerGenerator.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
PowerGenerator.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
Roadflare.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
Roadflare.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
ShockMdfr.GetRefillSpeed — InediaInfectedAI (cond)
SlotsContainer.SetLayoutName — Namalsk Survival ✂
SmokeGrenadeBase.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
SmokeGrenadeBase.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
SmokeGrenadeBase.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
SneezeSymptom.OnGetActivatedServer — InediaInfectedAI
Spotlight.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
Spotlight.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
Spotlight.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
StaminaSoundEventBase.CanPlay — InediaInfectedAI (cond)
StanceIndicator.Update — DayZ Horse (cond)
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
SymptomManager.QueueUpPrimarySymptom — InediaInfectedAI (cond)
TLRLight.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
TLRLight.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
TLRLight.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
TentBase.CanDisplayAttachmentCategory — Code Lock (cond)
TentBase.CanReceiveAttachment T2 Code Lock (cond)
TentBase.CanReceiveItemIntoCargo T2 Code Lock (cond)
TentBase.CanReleaseCargo — Code Lock (cond)
TentBase.SetActions T2 Code Lock
TerritoryFlag.SetRefresherActive — PVEZ Reloaded
Torch.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
Torch.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
Torch.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
TransferValues.SendValue — VPPAdminTools
TransmitterBase.OnWorkStart — Namalsk Survival
TransmitterBase.OnWorkStop — Namalsk Survival
TrapBase.OnPlacementComplete — VPPAdminTools
UniversalLight.InediaInfectedAI_IrritationAction — InediaInfectedAI ✂
UniversalLight.InediaInfectedAI_IrritationItemIsIrritating — InediaInfectedAI
UniversalLight.InediaInfectedAI_IsIrritationItem — InediaInfectedAI ✂
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
VicinityItemManager.ExcludeFromContainer_Phase1 — InediaInfectedAI
VicinityItemManager.ExcludeFromContainer_Phase2 — InediaInfectedAI
VicinityItemManager.ExcludeFromContainer_Phase3 — InediaInfectedAI
VomitSymptom.OnGetActivatedServer — InediaInfectedAI
WorldData.GetBaseEnvTemperature — Namalsk Survival
WorldData.Init — Namalsk Survival
WorldLighting.SetGlobalLighting — Namalsk Survival
Wreck_Mi8_Crashed.EEDelete T3 PVEZ Reloaded ✂
Wreck_UH1Y.EEDelete T3 PVEZ Reloaded ✂
ZmbM_Mummy.ResistContaminatedEffect — InediaInfectedAI (cond)
ZmbM_NBC_Grey.ResistContaminatedEffect — InediaInfectedAI (cond)
ZmbM_NBC_Yellow.ResistContaminatedEffect — InediaInfectedAI (cond)
ZombieBase.CanBeBackstabbed — InediaInfectedAI (cond)
ZombieBase.CanBeSkinned — InediaInfectedAI (cond)
ZombieBase.ChaseAttackLogic — InediaInfectedAI (cond)
ZombieBase.ConvertNonlethalDamage — InediaInfectedAI (cond)
ZombieBase.EEHealthLevelChanged T2 InediaInfectedAI
ZombieBase.EEKilled T3 InediaInfectedAI
ZombieBase.EEOnDamageCalculated — PVEZ Reloaded
ZombieBase.EOnFrame T1 InediaInfectedAI
ZombieBase.EOnInit T3 InediaInfectedAI ✂
ZombieBase.EOnPostFrame T1 InediaInfectedAI
ZombieBase.EvaluateCrawlTransitionAnimation — InediaInfectedAI (cond)
ZombieBase.EvaluateDeathAnimation — PVEZ Reloaded
ZombieBase.FightAttackLogic — InediaInfectedAI (cond)
ZombieBase.FightLogic — InediaInfectedAI (cond)
ZombieBase.HandleDamageHit — InediaInfectedAI (cond)
ZombieBase.HandleMindStateChange — InediaInfectedAI (cond)
ZombieBase.HandleSpecialZoneDamage — InediaInfectedAI (cond)
ZombieBase.HandleVault — InediaInfectedAI (cond)
ZombieBase.Init — PVEZ Reloaded
ZombieBase.ModCommandHandlerAfter — InediaInfectedAI
ZombieBase.ModCommandHandlerBefore — InediaInfectedAI
ZombieBase.ModCommandHandlerInside — Namalsk Survival
ZombieBase.OnRPC T2 InediaInfectedAI
ZombieBase.OnReceivedHit — InediaInfectedAI
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF
ZombieBase.OnVariablesSynchronized T2 InediaInfectedAI
ZombieBase.ResistContaminatedEffect — InediaInfectedAI (cond)

33 methods on client-only classes are not shown: a dedicated server never runs them.

Reading this page.

A conflict shows that code is skipped, not that an author made a mistake — overhaul mods replace systems on purpose. Long chains are cheap: one link costs about 25 ns per dispatch. What costs frame time is the work inside each hook, which is why the badges are there. Everything here comes from the mods' code alone; nothing was measured on a server. Methodology.