← modperf

Stack composer

Started from Atordoados Chernarus: the 5 mods it publishes to the Steam server browser (as of 2026-10-20), 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 AC-Mod-Pack
  3. 3 Code Lock
  4. 4 Combinable Items not analyzed
  5. 5 InventoryInVehiclePlus not analyzed
Edit as text

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

2 of 5 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 3 below.

Mods silencing mods
None

Across 15 server-side methods hooked by two or more mods.

Structural load
0.08% of a frame at 100 players

0.787 ms per second, all 3 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.

✓ No server-side conflicts: every method two or more of these mods hook preserves super() end to end.

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.

MissionServer.OnUpdate
every server frame
AC-Mod-Pack then CF then vanilla
ActionPackTent.ActionCondition
per event
Code Lock then AC-Mod-Pack sometimes stops here then vanilla

Stall risks#

3 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.

AC-Mod-Pack
DayZPlayerImplement.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
AC-Mod-Pack.pbo::Logs\Scripts\4_World\Logs\Modded\OYGkNKtDukZYRswi\缵癯躜鬻霾瀣躅鳝羸鳗黧霾骥癫\{A520A1A4-1780-4FF6-BD18-167343C5AF16}\AUX\TiJaJAGRwq7T\247B348.c:1
AC-Mod-Pack
DayZPlayerImplement.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
AC-Mod-Pack.pbo::AC\Scripts\4_World\AC\Input\HhYSNlhKR\耱蘖醺氍鑫灏躜曩黧黩蘩\LPT7\kQZNZCSWYA\{2B0F765D-C0E9-4171-908E-08A611B84FF6}\9152D12.c:1
AC-Mod-Pack
DayZPlayerImplement.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
AC-Mod-Pack.pbo::AC\Scripts\4_World\AC\Base\ravBZceA\瀚颧颦蘩蘸攘镵鳗襞癯攘\LPT6\{18989B1D-99B5-455B-841C-AB7C74E4DDFC}\2S7n4yibpSVZ \F753408.c:1

Everything else#

All 15 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)
MissionServer.InvokeOnConnect T3 vanilla → CF → AC-Mod-Pack → Code Lock
ActionConstructor.RegisterActions — vanilla → AC-Mod-Pack → Code Lock
ActionPackTent.ActionCondition T2 vanilla → AC-Mod-Pack (cond) → Code Lock
BoatScript.OnStoreLoad T3 vanilla → CF → AC-Mod-Pack
BoatScript.OnStoreSave T3 vanilla → CF → AC-Mod-Pack
CarScript.OnStoreLoad T3 vanilla → CF → AC-Mod-Pack
CarScript.OnStoreSave T3 vanilla → CF → AC-Mod-Pack
ItemBase.OnStoreLoad T3 vanilla → CF → AC-Mod-Pack
ItemBase.OnStoreSave T3 vanilla → CF → AC-Mod-Pack
MissionServer.OnClientNewEvent T3 vanilla → CF → AC-Mod-Pack
MissionServer.OnInit T3 vanilla → CF → AC-Mod-Pack
MissionServer.OnUpdate T0 vanilla → CF → AC-Mod-Pack
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → AC-Mod-Pack
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → AC-Mod-Pack
NotificationUI.AddNotification — vanilla → CF → AC-Mod-Pack (cond)
339 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
AC_1443124.AC_91F43DA — AC-Mod-Pack
AC_1443124.AC_AD488E9 — AC-Mod-Pack
AC_1443124.AC_ADFE3E9 — AC-Mod-Pack
AC_2B35E64.AC_91F43DA — AC-Mod-Pack
AC_2B35E64.AC_AD488E9 — AC-Mod-Pack
AC_2B35E64.AC_ADFE3E9 — AC-Mod-Pack
AC_8D339B4.AC_B7144E4 — AC-Mod-Pack
AC_EDBC742.AC_B7144E4 — AC-Mod-Pack
ActionBuildPart.OnFinishProgressServer — AC-Mod-Pack
ActionBuildPartCB.SetCallbackDuration — AC-Mod-Pack (cond)
ActionBurnSewTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionBuryAshes.OnFinishProgressServer — AC-Mod-Pack
ActionBuryBody.OnFinishProgressServer — AC-Mod-Pack
ActionCarDoors.ActionCondition T2 AC-Mod-Pack (cond)
ActionCarDoors.OnStartServer — AC-Mod-Pack
ActionCarDoorsOutside.ActionCondition T2 AC-Mod-Pack (cond)
ActionCarDoorsOutside.OnStartServer — AC-Mod-Pack
ActionCheckPulseTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionCloseBarrel.OnExecuteServer — AC-Mod-Pack
ActionCloseBarrelHoles.OnExecuteServer — AC-Mod-Pack
ActionCloseFence.ActionCondition T2 Code Lock
ActionCloseFence.OnStartServer — AC-Mod-Pack
ActionCollectBloodTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionDefibrilateTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionDeployObject.ActionCondition T2 AC-Mod-Pack (cond)
ActionDeployObject.OnFinishProgressServer — AC-Mod-Pack
ActionDestroyCombinationLock.OnFinishProgressServer — AC-Mod-Pack
ActionDestroyPart.OnFinishProgressServer — AC-Mod-Pack
ActionDetach.ActionCondition T2 AC-Mod-Pack (cond)
ActionDetachFromTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionDigGardenPlot.OnFinishProgressServer — AC-Mod-Pack
ActionDigInStash.ActionCondition T2 AC-Mod-Pack (cond)
ActionDigInStash.OnFinishProgressServer — AC-Mod-Pack
ActionDigOutStash.ActionCondition T2 AC-Mod-Pack (cond)
ActionDisinfectTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDismantlePart.OnFinishProgressServer — AC-Mod-Pack
ActionDismantlePartCB.SetCallbackDuration — AC-Mod-Pack (cond)
ActionFoldBaseBuildingObject.OnFinishProgressServer — AC-Mod-Pack
ActionForceConsume.ActionCondition T2 AC-Mod-Pack (cond)
ActionForceConsumeSingle.ActionCondition T2 AC-Mod-Pack (cond)
ActionForceFeedCan.ActionCondition T2 AC-Mod-Pack (cond)
ActionGetInTransport.ActionCondition T2 AC-Mod-Pack (cond)
ActionGetInTransport.OnEndServer — AC-Mod-Pack
ActionGetOutTransport.OnEndServer — AC-Mod-Pack
ActionGetOutTransport.OnStartServer — AC-Mod-Pack
ActionGiveBloodTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionGiveSalineTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionInjectTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionLockDoors.ActionCondition T2 AC-Mod-Pack (cond)
ActionLowerFlag.OnFinishProgressServer — AC-Mod-Pack
ActionMineTree.ActionCondition T2 AC-Mod-Pack (cond)
ActionMountBarbedWire.OnFinishProgressServer — AC-Mod-Pack
ActionOpenBarrel.OnExecuteServer — AC-Mod-Pack
ActionOpenBarrelHoles.OnExecuteServer — AC-Mod-Pack
ActionOpenFence.OnStartServer — AC-Mod-Pack
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPackTent.OnFinishProgressServer — AC-Mod-Pack
ActionPushBoat.ActionCondition T2 AC-Mod-Pack (cond)
ActionPushBoat.OnEndServer — AC-Mod-Pack
ActionPushCar.ActionCondition T2 AC-Mod-Pack (cond)
ActionPushCar.OnEndServer — AC-Mod-Pack
ActionRaiseFlag.OnFinishProgressServer — AC-Mod-Pack
ActionRestrainSelf.ActionCondition T2 AC-Mod-Pack (cond)
ActionRestrainSelf.OnFinishProgressServer — AC-Mod-Pack
ActionRestrainTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionRestrainTarget.OnFinishProgressServer — AC-Mod-Pack (cond)
ActionSewTarget.ActionCondition T2 AC-Mod-Pack (cond)
ActionSkinning.ActionCondition T2 AC-Mod-Pack (cond)
ActionSkinning.OnFinishProgressServer — AC-Mod-Pack (cond)
ActionStartEngine.ActionCondition T2 AC-Mod-Pack (cond)
ActionStartEngine.OnFinishProgressServer — AC-Mod-Pack
ActionStartEngineBoat.ActionCondition T2 AC-Mod-Pack (cond)
ActionStartEngineBoat.OnFinishProgress — AC-Mod-Pack
ActionStopEngine.OnExecuteServer — AC-Mod-Pack
ActionStopEngineBoat.OnExecute — AC-Mod-Pack
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionToggleTentOpen.OnExecuteServer — AC-Mod-Pack
ActionTriggerRemotely.OnExecuteServer — AC-Mod-Pack
ActionUnlockDoors.ActionCondition T2 AC-Mod-Pack (cond)
ActionUnmountBarbedWire.OnFinishProgressServer — AC-Mod-Pack
ActionUnpin.ActionCondition T2 AC-Mod-Pack (cond)
ActionUnpin.OnStartServer — AC-Mod-Pack
ActionWaterGardenSlot.ActionCondition T2 AC-Mod-Pack (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.AC_767175D — AC-Mod-Pack
AnimalBase.EEDelete T3 AC-Mod-Pack
AnimalBase.EEKilled T3 AC-Mod-Pack
AnimalBase.EEOnDamageCalculated — AC-Mod-Pack (cond)
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.OnTick — AC-Mod-Pack (cond)
AttachmentCategoriesContainer.UpdateInterval — AC-Mod-Pack
AttachmentCategoriesRow.Init — AC-Mod-Pack
BaseBuildingBase.AC_AE1F118 — AC-Mod-Pack
BaseBuildingBase.AC_B3563A3 — AC-Mod-Pack
BleedingCheckMdfr.ActivateCondition — AC-Mod-Pack (cond)
BleedingCheckMdfr.OnActivate — AC-Mod-Pack (cond)
BloodContainerBase.AC_AE1F118 — AC-Mod-Pack
BloodContainerBase.AC_B3563A3 — AC-Mod-Pack
BoatScript.AC_3D84BF8 — AC-Mod-Pack
BoatScript.AC_A15309C — AC-Mod-Pack
BoatScript.AC_A18E9CF — AC-Mod-Pack
BoatScript.AC_AE1F118 — AC-Mod-Pack
BoatScript.AC_B3563A3 — AC-Mod-Pack
BoatScript.AC_FE894A8 — AC-Mod-Pack
BoatScript.CanDisplayAttachmentCategory — AC-Mod-Pack
BoatScript.CanDisplayAttachmentSlot T2 AC-Mod-Pack
BoatScript.EEDelete T3 AC-Mod-Pack
BoatScript.EEHitBy T2 AC-Mod-Pack
BoatScript.EEInit T3 AC-Mod-Pack
BoatScript.IsInventoryVisible T2 AC-Mod-Pack
BoatScript.OnDebugSpawn — AC-Mod-Pack
BoatScript.OnEngineStart — AC-Mod-Pack
BoatScript.OnRPC T2 AC-Mod-Pack (cond)
BoatScript.OnVariablesSynchronized T2 AC-Mod-Pack
BrokenLegsMdfr.Activate — AC-Mod-Pack (cond)
BrokenLegsMdfr.ActivateCondition — AC-Mod-Pack (cond)
BrokenLegsMdfr.OnActivate — AC-Mod-Pack (cond)
BuildingBase.OnRPC T2 AC-Mod-Pack (cond)
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
BuildingBase.OnVariablesSynchronized T2 AC-Mod-Pack
CarHud.RefreshVehicleHud — AC-Mod-Pack
CarScript.AC_1AEEBCB — AC-Mod-Pack (cond)
CarScript.AC_3D84BF8 — AC-Mod-Pack
CarScript.AC_A15309C — AC-Mod-Pack
CarScript.AC_A18E9CF — AC-Mod-Pack
CarScript.AC_AE1F118 — AC-Mod-Pack
CarScript.AC_B3563A3 — AC-Mod-Pack
CarScript.AC_FE894A8 — AC-Mod-Pack
CarScript.CanDisplayAttachmentCategory — AC-Mod-Pack
CarScript.CanDisplayAttachmentSlot T2 AC-Mod-Pack
CarScript.CheckContactCache — AC-Mod-Pack (cond)
CarScript.DamageCrew — AC-Mod-Pack (cond)
CarScript.EEDelete T3 AC-Mod-Pack
CarScript.EEHitBy T2 AC-Mod-Pack
CarScript.EEInit T3 AC-Mod-Pack
CarScript.IsInventoryVisible T2 AC-Mod-Pack
CarScript.OnDebugSpawn — AC-Mod-Pack
CarScript.OnEngineStart — AC-Mod-Pack
CarScript.OnRPC T2 AC-Mod-Pack (cond)
CarScript.OnVariablesSynchronized T2 AC-Mod-Pack
Clothing.CanLoadItemIntoCargoClothingConditions — AC-Mod-Pack ✂
Clothing.CanReceiveItemIntoCargoClothingConditions — AC-Mod-Pack ✂
CombinationLock.AC_AE1F118 — AC-Mod-Pack
CombinationLock.AC_B3563A3 — AC-Mod-Pack
Construction.CanBuildPart — AC-Mod-Pack (cond)
Construction.IsColliding — AC-Mod-Pack (cond)
Construction.IsCollidingEx — AC-Mod-Pack (cond)
Construction.ReceiveMaterialsServer — AC-Mod-Pack (cond)
ConstructionBoxTrigger.IsColliding — AC-Mod-Pack (cond)
ContainerWithCargoAndAttachments.SetEntity — AC-Mod-Pack
CoughSymptom.OnGetActivatedServer — AC-Mod-Pack (cond)
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnEvent — CF
DayZGame.OnRPC T2 CF (cond)
DayZGame.OnUpdate T0 CF
DayZPlayerImplement.AC_AF837DA — AC-Mod-Pack
DayZPlayerImplement.CameraHandler — AC-Mod-Pack (cond)
DayZPlayerImplement.CommandHandler T1 AC-Mod-Pack
DayZPlayerImplement.HandleView — AC-Mod-Pack
DayZPlayerImplement.OnMovementChanged — AC-Mod-Pack
DayZPlayerImplement.OnSprintEnd — AC-Mod-Pack (cond)
DayZPlayerImplement.OnSprintStart — AC-Mod-Pack (cond)
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplement.SetSuicide — AC-Mod-Pack
DayZPlayerImplement.ShowDeadScreen — AC-Mod-Pack (cond)
DayZPlayerImplementAiming.CalculateSwayMultiplier — AC-Mod-Pack (cond)
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — AC-Mod-Pack (cond)
EmoteManager.LogSuicide — AC-Mod-Pack (cond)
Fence.AC_AE1F118 — AC-Mod-Pack
Fence.AC_B3563A3 — AC-Mod-Pack
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
FenceKit.DisassembleKit — AC-Mod-Pack (cond)
FireplaceBase.AC_AE1F118 — AC-Mod-Pack
FireplaceBase.AC_B3563A3 — AC-Mod-Pack
GardenBase.CheckRainTick — AC-Mod-Pack (cond)
Hacksaw.SetActions T2 Code Lock
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — AC-Mod-Pack (cond)
Hologram.ProjectionBasedOnParent — AC-Mod-Pack (cond)
ItemActionsWidget.BuildCursor — AC-Mod-Pack
ItemActionsWidget.OnWidgetScriptInit — AC-Mod-Pack
ItemBase.AC_121E435 — AC-Mod-Pack
ItemBase.AC_767175D — AC-Mod-Pack (cond)
ItemBase.AC_A15309C — AC-Mod-Pack
ItemBase.AC_A18E9CF — AC-Mod-Pack
ItemBase.AC_FE894A8 — AC-Mod-Pack
ItemBase.CanLoadAttachment — AC-Mod-Pack ✂
ItemBase.CanPutAsAttachment — AC-Mod-Pack (cond)
ItemBase.CanPutInCargo T2 AC-Mod-Pack (cond)
ItemBase.CanReceiveAttachment T2 AC-Mod-Pack ✂
ItemBase.CanReceiveItemIntoCargo T2 AC-Mod-Pack (cond)
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.DescriptionOverride — AC-Mod-Pack (cond)
ItemBase.EEDelete T3 AC-Mod-Pack
ItemBase.EEInit T3 AC-Mod-Pack
ItemBase.EEOnDamageCalculated — AC-Mod-Pack (cond)
ItemBase.OnDebugSpawn — AC-Mod-Pack
ItemBase.OnInventoryEnter T2 AC-Mod-Pack
ItemBase.OnRPC T2 AC-Mod-Pack (cond)
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnVariablesSynchronized T2 AC-Mod-Pack
KeybindingElement.Reload — CF
KeybindingsMenu.Init — AC-Mod-Pack
LoadingScreen.Show — AC-Mod-Pack
LoginQueueBase.Init — AC-Mod-Pack
MagazineStorage.OnWasDetached — AC-Mod-Pack
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — AC-Mod-Pack (cond)
MissionBase.OnUpdate T0 AC-Mod-Pack
MissionServer.EquipCharacter — AC-Mod-Pack
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientDisconnectedEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnEvent — CF
MissionServer.OnMissionFinish T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnMissionStart T3 CF
MissionServer.PlayerDisconnected T3 CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterPistol — CF
ModItemRegisterCallbacks.RegisterRestrained — CF
ModItemRegisterCallbacks.RegisterSurrender — CF
ModItemRegisterCallbacks.RegisterTwoHanded — 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 ✂
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PPEffects.OverrideDOF — AC-Mod-Pack ✂
PartyTent.AC_24C143A — AC-Mod-Pack ✂
PlantBase.Init — AC-Mod-Pack (cond)
PlayerBase.AC_121E435 — AC-Mod-Pack (cond)
PlayerBase.AC_143F20D — AC-Mod-Pack
PlayerBase.AC_1D3DE3E — AC-Mod-Pack (cond)
PlayerBase.AC_75DF46F — AC-Mod-Pack
PlayerBase.AC_767175D — AC-Mod-Pack (cond)
PlayerBase.AC_AE1F118 — AC-Mod-Pack
PlayerBase.AC_B3563A3 — AC-Mod-Pack
PlayerBase.AC_DBE90EC — AC-Mod-Pack (cond)
PlayerBase.AC_FBA3F89 — AC-Mod-Pack (cond)
PlayerBase.CanBeTargetedByAI — AC-Mod-Pack (cond)
PlayerBase.CanReceiveAttachment T2 AC-Mod-Pack (cond)
PlayerBase.CanReceiveItemIntoHands T2 AC-Mod-Pack (cond)
PlayerBase.CanRoll — AC-Mod-Pack (cond)
PlayerBase.CheckLiftWeapon — AC-Mod-Pack (cond)
PlayerBase.EEDelete T3 AC-Mod-Pack
PlayerBase.EEHitBy T2 AC-Mod-Pack
PlayerBase.EEKilled T3 AC-Mod-Pack
PlayerBase.EEOnDamageCalculated — AC-Mod-Pack (cond)
PlayerBase.Init — AC-Mod-Pack
PlayerBase.OnCommandSwimFinish — AC-Mod-Pack
PlayerBase.OnCommandSwimStart — AC-Mod-Pack
PlayerBase.OnCommandVehicleFinish — AC-Mod-Pack
PlayerBase.OnCommandVehicleStart — AC-Mod-Pack
PlayerBase.OnConnect — AC-Mod-Pack
PlayerBase.OnDisconnect — AC-Mod-Pack
PlayerBase.OnRPC T2 AC-Mod-Pack (cond)
PlayerBase.OnReconnect — AC-Mod-Pack
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStanceChange — AC-Mod-Pack
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnStoreSave T3 AC-Mod-Pack
PlayerBase.OnVariablesSynchronized T2 AC-Mod-Pack
PlayerBase.PlaySoundEventEx — AC-Mod-Pack (cond)
PlayerBase.PreloadDecayTexture — AC-Mod-Pack
PlayerBase.SendSoundEventEx — AC-Mod-Pack (cond)
PlayerBase.SetActions T2 AC-Mod-Pack
PlayerBase.SetActionsRemoteTarget — AC-Mod-Pack
Pliers.SetActions T2 AC-Mod-Pack
PluginAdminLog.BleedingOut — AC-Mod-Pack (cond)
PluginAdminLog.GetPlayerPrefix — AC-Mod-Pack (cond)
PluginAdminLog.LogPrint — AC-Mod-Pack (cond)
PluginAdminLog.PlayerHitBy — AC-Mod-Pack (cond)
PluginAdminLog.PlayerKilled — AC-Mod-Pack (cond)
PluginAdminLog.Suicide — AC-Mod-Pack (cond)
PluginAdminLog.UnconStart — AC-Mod-Pack (cond)
PluginAdminLog.UnconStop — AC-Mod-Pack (cond)
PluginManager.Init — Code Lock
PokeHolesBarrel.CanDo — AC-Mod-Pack (cond)
SalineMdfr.DeactivateCondition — AC-Mod-Pack (cond)
SalineMdfr.OnTick — AC-Mod-Pack
Screwdriver.SetActions T2 AC-Mod-Pack
ServerBrowserMenuNew.Play — AC-Mod-Pack (cond)
ShelterKit.DisassembleKit — AC-Mod-Pack (cond)
StaminaHandler.DepleteStaminaEx — AC-Mod-Pack (cond)
StaminaHandler.ProcessMovementState — AC-Mod-Pack (cond)
StaminaHandler.RecalculateStaminaCap — AC-Mod-Pack (cond)
StaminaHandler.Update — AC-Mod-Pack
TentBase.CanDisplayAttachmentCategory — Code Lock (cond)
TentBase.CanReceiveAttachment T2 Code Lock (cond)
TentBase.CanReceiveItemIntoCargo T2 Code Lock (cond)
TentBase.CanReleaseCargo — Code Lock (cond)
TentBase.EEHealthLevelChanged T2 AC-Mod-Pack
TentBase.SetActions T2 Code Lock
TerritoryFlag.InitRefresherData — AC-Mod-Pack
TerritoryFlag.SetRefresherActive — AC-Mod-Pack (cond)
TerritoryFlagKit.DisassembleKit — AC-Mod-Pack (cond)
UnboxLambda.OnSuccess — AC-Mod-Pack (cond)
VicinitySlotsContainer.ExcludeFromContainer — AC-Mod-Pack
WatchtowerKit.DisassembleKit — AC-Mod-Pack (cond)
WeaponManager.CanFire — AC-Mod-Pack (cond)
Weapon_Base.EEFired — AC-Mod-Pack
Weapon_Base.GetWeaponDOF — AC-Mod-Pack (cond)
ZombieBase.AC_767175D — AC-Mod-Pack
ZombieBase.EEDelete T3 AC-Mod-Pack
ZombieBase.EEKilled T3 AC-Mod-Pack
ZombieBase.EEOnDamageCalculated — AC-Mod-Pack (cond)
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

27 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.