← modperf

Stack composer

Started from SBeyondNamalsk: the 59 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 VPPAdminTools
  3. 3 sFramework
  4. 4 Zenarchist's Core Mod not analyzed
  5. 5 GSC Gameworld Assets OLD
  6. 6 NH Objects not analyzed
  7. 7 IsolationZone | PUBLIC not analyzed
  8. 8 ZL not analyzed
  9. 9 sGunplay
  10. 10 sVisual
  11. 11 FT not analyzed
  12. 12 BuildEverywhereV2 not analyzed
  13. 13 Code Lock
  14. 14 MMG Base Storage
  15. 15 BD not analyzed
  16. 16 BT not analyzed
  17. 17 BR not analyzed
  18. 18 BeyondPDA not analyzed
  19. 19 SB Artifacts not analyzed
  20. 20 Vehicle3PP
  21. 21 KM not analyzed
  22. 22 KF not analyzed
  23. 23 TP not analyzed
  24. 24 MAODev | Core System not analyzed
  25. 25 MAODev | Money not analyzed
  26. 26 MB not analyzed
  27. 27 MAODev | Trader System not analyzed
  28. 28 MU not analyzed
  29. 29 MAODev | VPPAdminTools not analyzed
  30. 30 MP not analyzed
  31. 31 Last Road RP Items Pack not analyzed
  32. 32 Custom Keycards
  33. 33 BZ not analyzed
  34. 34 SFP
  35. 35 SFP_anim_system
  36. 36 SFP_English_Translation not analyzed
  37. 37 STALKER Equipment
  38. 38 [FREE] Stalker Mutants Bundle not analyzed
  39. 39 PseudoGiant
  40. 40 Advanced Weapon Scopes
  41. 41 AmmunitionExpansion
  42. 42 BDE Underslung Weapon Attachments not analyzed
  43. 43 EDO_WEAPONS
  44. 44 FOX WEAPONS 2.0 not analyzed
  45. 45 JD's Animated Weapons not analyzed
  46. 46 Mag Obfuscation
  47. 47 Priz's Weapon Mod not analyzed
  48. 48 RS not analyzed
  49. 49 Tactical Flava
  50. 50 LB not analyzed
  51. 51 sR not analyzed
  52. 52 AR not analyzed
  53. 53 Beyond Helicopter not analyzed
  54. 54 KS not analyzed
  55. 55 VA not analyzed
  56. 56 VL not analyzed
  57. 57 Vadims Cinematics not analyzed
  58. 58 SB Mutants (private test) not analyzed
  59. 59 @STALKER Beyond Namalsk Final not analyzed
Edit as text

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

40 of 59 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 10 below.

Mods silencing mods
4 conflicts

Across 48 server-side methods hooked by two or more mods.

Structural load
0.51% of a frame at 100 players

5.111 ms per second, all 19 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.

4 methods across 3 pairs. Read across: the mod on the left silences the mod at the top. Both in load order. 1   2–4   5–14   15+ methods
silences → 10sVisual43EDO_WEAPONS all
9sGunplay 1sGunplay silences sVisual
1 method: 1 event
1
46Mag Obfuscation 1Mag Obfuscation silences EDO_WEAPONS
1 method: 1 event
1
49Tactical Flava 2Tactical Flava silences EDO_WEAPONS
2 methods: 2 checks
2
all 13 4
4Zenarchist's Core Mod Not analyzed, so what it silences is unknown. Queue it in the list above.
6NH Objects Not analyzed, so what it silences is unknown. Queue it in the list above.
7IsolationZone | PUBLIC Not analyzed, so what it silences is unknown. Queue it in the list above.
8ZL Not analyzed, so what it silences is unknown. Queue it in the list above.
11FT Not analyzed, so what it silences is unknown. Queue it in the list above.
12BuildEverywhereV2 Not analyzed, so what it silences is unknown. Queue it in the list above.
…and 34 more mods not analyzed yet.

The 3 pairs, largest first# ·

Tactical FlavasilencesEDO_WEAPONS2 methods
AKM_Base.CanReceiveAttachment check · T2 EDO_WEAPONS's conditions on this check no longer apply. For AKM_Base instances, through its ancestor Weapon_Base. script_a.pbo::Scripts\4_World\Weapons\Firearms\AKM_Vanilla.c:20 M4A1_Base.CanReceiveAttachment check · T2 EDO_WEAPONS's conditions on this check no longer apply. For M4A1_Base instances, through its ancestor Weapon_Base. script_a.pbo::Scripts\4_World\Weapons\Firearms\Vanilla_M4.c:21
Mag ObfuscationsilencesEDO_WEAPONS1 method
ItemActionsWidget.SetWeaponQuantity event EDO_WEAPONS's work on this event never runs. Scripts.pbo::5_Mission\MagObfuscation\GUI\ItemActionsWidget.c:14
sGunplaysilencessVisual1 method
DayZPlayerCameraOptics.AdjustCameraParameters event sVisual's work on this event never runs. For DayZPlayerCameraOptics instances, through its ancestor DayZPlayerCameraIronsights. sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:161

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
SFP then VPPAdminTools RPC send then vanilla
DayZGame.OnUpdate
every server frame
sFramework then VPPAdminTools then CF then vanilla
DayZPlayerCameraIronsights.OnUpdate
every server frame
sVisual then sGunplay stops here then vanilla
PlayerBase.OnVariablesSynchronized
per event
Tactical Flava then SFP_anim_system then SFP then VPPAdminTools then vanilla
PlayerBase.SetActions
per event
Advanced Weapon Scopes then SFP_anim_system then Custom Keycards then VPPAdminTools then vanilla
DayZGame.OnRPC
per event
Custom Keycards sometimes stops here then VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla
PlayerBase.OnRPC
per event
SFP_anim_system then SFP sometimes stops here then VPPAdminTools then vanilla
Weapon_Base.SetActions
per event
Tactical Flava then MMG Base Storage then vanilla

Stall risks#

10 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
SFP
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\ShumMutant\PlayerBase_ShumMutant.c:229
SFP
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\Krovososok\Player\SFP_KrovososClientController.c:222
SFP
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\SFP_EXO_MARK5\SFP_ExoMark5_PlayerBase.c:1753
Tactical Flava
DayZPlayerImplement.HandleWeapons
about 30× per player per second
Per-player, per-frame hook warning
script_a.pbo::Scripts\4_World\Weapons\Attachments\Rangefinder\TF_RangefinderHUD.c:10
Tactical Flava
PlayerBase.EOnPostFrame
about 30× per player per second
Per-player, per-frame hook warning
script_a.pbo::Scripts\4_World\Grenades\Phosphorus\TF_PlayerBase_Phosphorus.c:37
Tactical Flava
PlayerBase.EOnPostFrame
about 30× per player per second
Per-player, per-frame hook warning
script_a.pbo::Scripts\4_World\Grenades\Teargas\TF_PlayerBase_Teargas.c:27
SFP
PlayerBase.OnRPC
per event
Timer created inside a hot hook heuristic
SFP4.pbo::scripts\4_World\ShumMutant\PlayerBase_ShumMutant.c:315

Everything else#

All 48 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)
ItemActionsWidget.SetWeaponQuantity — vanilla → EDO_WEAPONS → Mag Obfuscation ✂
ActionConstructor.RegisterActions — vanilla → VPPAdminTools → Code Lock → MMG Base Storage → Custom Keycards → SFP → SFP_anim_system → STALKER Equipment → Advanced Weapon Scopes → Tactical Flava
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → MMG Base Storage → Custom Keycards → SFP → Advanced Weapon Scopes → AmmunitionExpansion → EDO_WEAPONS → Tactical Flava
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools → sFramework → Vehicle3PP
MissionServer.OnClientReadyEvent T3 vanilla → CF → sFramework → SFP → SFP_anim_system
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → SFP → SFP_anim_system
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → MMG Base Storage → SFP → Tactical Flava
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → SFP → SFP_anim_system → Tactical Flava
PlayerBase.Init — vanilla → VPPAdminTools → SFP → SFP_anim_system → Tactical Flava
PlayerBase.OnVariablesSynchronized T2 vanilla → VPPAdminTools → SFP → SFP_anim_system → Tactical Flava
PlayerBase.SetActions T2 vanilla → VPPAdminTools → Custom Keycards → SFP_anim_system → Advanced Weapon Scopes
PluginManager.Init — vanilla → VPPAdminTools → Code Lock → MMG Base Storage → SFP
PluginRecipesManagerBase.RegisterRecipies — vanilla → MMG Base Storage → Advanced Weapon Scopes → EDO_WEAPONS → Tactical Flava
DayZGame.FirearmEffects — vanilla → AmmunitionExpansion → EDO_WEAPONS → Tactical Flava
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond) → Custom Keycards (cond)
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools → sFramework
MissionServer.InvokeOnConnect T3 vanilla → CF → Code Lock → MMG Base Storage
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → SFP
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools → Custom Keycards
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → CF → EDO_WEAPONS → Tactical Flava
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → EDO_WEAPONS → Tactical Flava
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → MMG Base Storage → Tactical Flava
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → EDO_WEAPONS → Tactical Flava
PlayerBase.CanBeTargetedByAI — vanilla → VPPAdminTools (cond) → SFP (cond) → PseudoGiant (cond)
PlayerBase.OnCommandHandlerTick — vanilla → sGunplay → SFP → SFP_anim_system
PlayerBase.OnRPC T2 vanilla → VPPAdminTools → SFP (cond) → SFP_anim_system
DayZPlayerCameraIronsights.AdjustCameraParameters — vanilla → sGunplay ✂ → sVisual
DayZPlayerCameraIronsights.OnUpdate T0 vanilla → sGunplay ✂ → sVisual
DayZPlayerCameraOptics.AdjustCameraParameters — vanilla → sGunplay ✂ → sVisual
DayZPlayerCameraOptics.SetCameraPP — vanilla → sGunplay → Advanced Weapon Scopes (cond)
DayZPlayerImplement.CameraHandler — vanilla → VPPAdminTools (cond) → Vehicle3PP (cond)
MissionBase.CreateScriptedMenu — vanilla → VPPAdminTools → SFP (cond)
MissionServer.OnClientNewEvent T3 vanilla → CF → sFramework
MissionServer.OnEvent — vanilla → CF → VPPAdminTools
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools
ModifiersManager.Init — vanilla → SFP → Tactical Flava
OptionsMenuSUDE.initMenus — vanilla → sGunplay → sVisual
PPERequesterRegistrations.RegisterAdditionalRequesters — vanilla → SFP → Tactical Flava
PlayerBase.CommandHandler T1 vanilla → VPPAdminTools → SFP
PlayerBase.EEDelete T3 vanilla → SFP → SFP_anim_system
PlayerBase.ModCommandHandlerAfter — vanilla → SFP → SFP_anim_system
PlayerBase.OnConnect — vanilla → VPPAdminTools → Custom Keycards
PlayerBase.OnUnconsciousStart — vanilla → sVisual → SFP_anim_system
SUserConfig.onConstraintsReceived — vanilla → sGunplay → sVisual
SUserConfig.onPreload — vanilla → sGunplay → sVisual
SUserConfigConstraints.onPreload — vanilla → sGunplay → sVisual
SyncSUserConfigConstraintsRPC.onSetup — vanilla → sGunplay → sVisual
Weapon_Base.SetActions T2 vanilla → MMG Base Storage → Tactical Flava
375 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
AKM_Base.CanReceiveAttachment T2 Tactical Flava ✂
AKM_Base.SetActions T2 Tactical Flava
AKM_Base.SpawnRecoilObject — Tactical Flava ✂
AK_Bayonet.SetActions T2 Tactical Flava
AK_RailHndgrd.CanDetachAttachment — Tactical Flava ✂
ASVAL.CanEnterIronsights — Advanced Weapon Scopes (cond)
AUGRecoil.initRecoilParameters — sGunplay ✂
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionCloseDoors.ActionCondition T2 Custom Keycards (cond)
ActionCloseFence.ActionCondition T2 Code Lock
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionLockDoors.ActionCondition T2 Custom Keycards (cond)
ActionLockedDoors.ActionCondition T2 Custom Keycards (cond)
ActionManagerBase.ActionPossibilityCheck — SFP_anim_system (cond)
ActionOpenDoors.ActionCondition T2 Custom Keycards (cond)
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPin.OnStartServer — VPPAdminTools
ActionRestrainTarget.ActionCondition T2 SFP (cond)
ActionRestrainTarget.ActionConditionContinue — SFP (cond)
ActionRestrainTarget.OnFinishProgressServer — SFP (cond)
ActionRestrainTarget.OnStartServer — SFP (cond)
ActionSkinning.ActionCondition T2 SFP (cond)
ActionSkinning.ActionConditionContinue — SFP (cond)
ActionSkinning.OnFinishProgressServer — SFP (cond)
ActionToggleNVMode.ActionCondition T2 Advanced Weapon Scopes (cond)
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionUnlockDoors.ActionCondition T2 Custom Keycards (cond)
ActionUnpin.OnStartServer — VPPAdminTools
ActionWashHeadWettingClothesBase.OnEndServer — Tactical Flava
ActionWashHeadWettingClothesBase.OnFinishProgressServer — Tactical Flava
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
Ak101Recoil.initRecoilParameters — sGunplay ✂
Ak74Recoil.initRecoilParameters — sGunplay ✂
AkmRecoil.initRecoilParameters — sGunplay ✂
Aks74uRecoil.initRecoilParameters — sGunplay ✂
AnimalBase.EEHitBy T2 SFP
AnimalBase.EEInit T3 SFP
AnimalBase.EOnInit T3 SFP
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
Animal_CanisLupus.EEKilled T3 SFP
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
Aug.CanEnterIronsights — Advanced Weapon Scopes (cond)
B95Recoil.initRecoilParameters — sGunplay ✂
BUISOptic.CanPutAsAttachment — Tactical Flava
BleedingSourcesManagerServer.ProcessHit — SFP (cond)
BoatScript.EEInit T3 Vehicle3PP
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
Bottle_Base.SetActions T2 SFP
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
BurlapSackCover.HandleAttachedToHead — sVisual
BurlapSackCover.OnRemovedFromHead — sVisual
BurlapSackCover.hasOverlays — sVisual ✂
CZ527Recoil.initRecoilParameters — sGunplay ✂
CZ550Recoil.initRecoilParameters — sGunplay ✂
CarScript.EEInit T3 Vehicle3PP
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
Cleaver.SetActions T2 Tactical Flava
Clothing.CanLoadItemIntoCargoClothingConditions — MMG Base Storage ✂
Clothing.CanPutInCargoClothingConditions — MMG Base Storage ✂
Clothing.CanReceiveItemIntoCargoClothingConditions — MMG Base Storage ✂
Clothing.EEHealthLevelChanged T2 sVisual
Clothing.OnWasAttached — sVisual
Clothing.OnWasDetached — sVisual
CodeLock.NewUnlockServer — MMG Base Storage
CodeLock.SetActions T2 MMG Base Storage
CodeLockComponent.SetLockState — MMG Base Storage
CodeLockServerRPC.OpenTarget — MMG Base Storage (cond)
Colt1911Recoil.initRecoilParameters — sGunplay ✂
CombatKnife.SetActions T2 Tactical Flava
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
ContinuousDefaultActionInput.UpdatePossibleActions — SFP_anim_system (cond)
CreditsLoader.GetData — CF ✂
CrossbowRecoil.initRecoilParameters — sGunplay ✂
Cz61Recoil.initRecoilParameters — sGunplay ✂
Cz75Recoil.initRecoilParameters — sGunplay ✂
DEagleRecoil.initRecoilParameters — sGunplay ✂
DarkMotoHelmet_ColorBase.GetEffectWidgetTypes — sVisual ✂
DayZGame.CreateDefaultPlayer — SFP ✂
DayZGame.CreateRandomPlayer — SFP ✂
DayZGame.ListAvailableCharacters — SFP
DayZGame.OnEvent — CF
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZPlayerCamera1stPersonUnconscious.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera1stPersonVehicle.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera1stPersonVehicle.isDDOFEnabled — sVisual ✂
DayZPlayerCamera3rdPersonClimb.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonCrouch.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonCrouchRaised.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonErc.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonErcRaised.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonErcRaisedMelee.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonErcSpr.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonJump.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonProne.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonProneBase.OnUpdate T0 sVisual
DayZPlayerCamera3rdPersonProneRaised.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonVehicle.getRegisteredCameraID — sFramework ✂
DayZPlayerCamera3rdPersonVehicle.isDDOFEnabled — sVisual ✂
DayZPlayerCameraIronsights.getRegisteredCameraID — sFramework ✂
DayZPlayerCameraIronsights.isHeadLeanEnabled — sVisual ✂
DayZPlayerCameraOptics.OnActivate — sGunplay
DayZPlayerCameraOptics.OnUpdate T0 sGunplay
DayZPlayerCameraOptics.canApplyDeadzone — sGunplay
DayZPlayerCameraOptics.canApplyHandsOffset — sGunplay
DayZPlayerCameraOptics.canFreelook — sGunplay
DayZPlayerCameraOptics.canInspectWeapon — sGunplay
DayZPlayerCameraOptics.canZoom — sGunplay ✂
DayZPlayerCameraOptics.computeFOVFocusValues — sGunplay ✂
DayZPlayerCameraOptics.computeFocusingFOV — sGunplay
DayZPlayerCameraOptics.computeRestingFOV — sGunplay (cond)
DayZPlayerCameraOptics.getRegisteredCameraID — sFramework ✂
DayZPlayerCameraOptics.initADSFOVMultipliers — sGunplay
DayZPlayerCameraOptics.updateFocusingOverlay — sGunplay (cond)
DayZPlayerImplement.HandleADS — sGunplay
DayZPlayerImplement.HandleView — Vehicle3PP
DayZPlayerImplement.HandleWeapons T1 Tactical Flava
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementAiming.CalculateWeight — Tactical Flava
DayZPlayerImplementAiming.OnRaiseBegin — sGunplay
DayZPlayerImplementAiming.ProcessAimFilters — sGunplay ✂
DayZPlayerImplementFallDamage.HandleFallDamage — SFP (cond)
DefaultActionInput.UpdatePossibleActions — SFP_anim_system (cond)
DerringerRecoil.initRecoilParameters — sGunplay ✂
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
EmoteConstructor.RegisterEmotes — SFP_anim_system
EmoteManager.CanPlayEmote — SFP_anim_system
EmoteManager.CanPlayEmoteClientCheck — SFP_anim_system (cond)
EmoteManager.CreateEmoteCBFromMenu — SFP_anim_system
EmoteManager.IsEmotePlaying — SFP_anim_system (cond)
EmoteManager.PlayEmote — SFP_anim_system
EmoteManager.SetEmoteLockState — SFP_anim_system
EmoteManager.Update — SFP_anim_system (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
FALRecoil.initRecoilParameters — sGunplay ✂
FamasRecoil.initRecoilParameters — sGunplay ✂
FangeKnife.SetActions T2 Tactical Flava
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
Fnx45Recoil.initRecoilParameters — sGunplay ✂
GestureMenuItem.GetName — SFP_anim_system (cond)
GesturesMenu.BackOneLevel — SFP_anim_system (cond)
GesturesMenu.CreateGestureContent — SFP_anim_system ✂
GesturesMenu.ExecuteSelectedCategory — SFP_anim_system ✂
GesturesMenu.ExecuteSelectedItem — SFP_anim_system (cond)
GesturesMenu.GetGestureItems — SFP_anim_system
GesturesMenu.Init — SFP_anim_system
GesturesMenu.OnClick — SFP_anim_system (cond)
GesturesMenu.ProcessEmoteConditionRequest — SFP_anim_system (cond)
GesturesMenu.Update — SFP_anim_system
GesturesMenu.UpdateQuickbarItemCard — SFP_anim_system
GlockRecoil.initRecoilParameters — sGunplay ✂
Grenade_Base.EEHitBy T2 VPPAdminTools
Hacksaw.SetActions T2 Code Lock
Hammer.SetActions T2 MMG Base Storage
HandsPreview.UpdateInterval — sGunplay
Hatchet.SetActions T2 MMG Base Storage
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — MMG Base Storage (cond)
Hologram.PlaceEntity — MMG Base Storage (cond)
Hologram.ProjectionBasedOnParent — MMG Base Storage (cond)
HuntingKnife.SetActions T2 Tactical Flava
Icon.DropReceivedFromMain — SFP_anim_system (cond)
Icon.RefreshMuzzleIcon — Mag Obfuscation ✂
Inventory.Update — sGunplay
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.EOnContact — SFP
ItemBase.InitItemSounds — SFP
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
Izh18Recoil.initRecoilParameters — sGunplay ✂
Izh18SawedOffRecoil.initRecoilParameters — sGunplay ✂
Izh18ShotgunRecoil.initRecoilParameters — sGunplay ✂
Izh43Recoil.initRecoilParameters — sGunplay ✂
KeybindingElement.Reload — CF
KeybindingsMenu.InitInputSortingMap — SFP_anim_system
KitchenKnife.SetActions T2 Tactical Flava
KukriKnife.SetActions T2 Tactical Flava
LandMineTrap.EEHitBy T2 VPPAdminTools
LongHornRecoil.initRecoilParameters — sGunplay ✂
M14Recoil.initRecoilParameters — sGunplay ✂
M16A2Recoil.initRecoilParameters — sGunplay ✂
M4A1_Base.CanReceiveAttachment T2 Tactical Flava ✂
M4A1_Base.SetActions T2 Tactical Flava
M4A1_Base.SpawnRecoilObject — Tactical Flava ✂
M4_CarryHandleOptic.CanPutAsAttachment — Tactical Flava
M4_RISHndgrd.CanDetachAttachment — Tactical Flava (cond)
M4a1Recoil.initRecoilParameters — sGunplay ✂
M79Recoil.initRecoilParameters — sGunplay ✂
M9A1_Bayonet.SetActions T2 Tactical Flava
MagnumRecoil.initRecoilParameters — sGunplay ✂
MakarovRecoil.initRecoilParameters — sGunplay ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.UpdateDummyScheduler — SFP
MissionServer.CreateCharacter T3 SFP
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientDisconnectedEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnUpdate T0 CF
MkiiRecoil.initRecoilParameters — sGunplay ✂
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — 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 ✂
Mosin9130.OnDebugSpawn — Tactical Flava ✂
Mosin9130.SetActions T2 Tactical Flava
Mosin9130.SpawnRecoilObject — Tactical Flava ✂
MosinRecoil.initRecoilParameters — sGunplay ✂
MosinSawedOffRecoil.initRecoilParameters — sGunplay ✂
MotoHelmet_ColorBase.GetEffectWidgetTypes — sVisual ✂
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
Mp133Recoil.initRecoilParameters — sGunplay ✂
Mp5kRecoil.initRecoilParameters — sGunplay ✂
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
NotifiersManager.Init — Tactical Flava
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
P1Recoil.initRecoilParameters — sGunplay ✂
PM73RakRecoil.initRecoilParameters — sGunplay ✂
PP19Recoil.initRecoilParameters — sGunplay ✂
PPERequester_BurlapSackEffects.OnStart — sVisual
PPERequester_CameraADS.SetValuesIronsights — sGunplay
PPERequester_CameraADS.SetValuesOptics — sGunplay
PPERequester_GenericBlackGlassesBase.OnStart — sVisual
PPERequester_GlassesAviator.OnStart — sVisual
PPERequester_GlassesSportBlue.OnStart — sVisual
PPERequester_GlassesSportGreen.OnStart — sVisual
PPERequester_GlassesSportOrange.OnStart — sVisual
PPERequester_TacticalGoggles.OnStart — sVisual
PPERequester_WeldingMask.OnStart — sVisual
PlayerBase.CameraHandler — SFP_anim_system (cond)
PlayerBase.CanConsumeStamina — SFP (cond)
PlayerBase.CanJump — SFP
PlayerBase.CanReceiveAttachment T2 Tactical Flava (cond)
PlayerBase.CanReleaseAttachment T2 Tactical Flava (cond)
PlayerBase.CanSprint — SFP (cond)
PlayerBase.DepleteStamina — SFP (cond)
PlayerBase.DepleteStaminaEx — SFP (cond)
PlayerBase.EEHitBy T2 SFP
PlayerBase.EEItemAttached T2 Tactical Flava
PlayerBase.EEItemDetached T2 Tactical Flava
PlayerBase.EOnPostFrame T1 Tactical Flava
PlayerBase.GetWeightSpecialized — SFP
PlayerBase.ModCommandHandlerInside — SFP_anim_system (cond)
PlayerBase.OnBleedingBegin — sVisual
PlayerBase.OnBleedingEnd — sVisual
PlayerBase.OnBleedingSourceAdded — sVisual
PlayerBase.OnBleedingSourceRemoved — sVisual
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnJumpStart — SFP
PlayerBase.OnPhysMove — SFP_anim_system
PlayerBase.OnPlayerLoaded — sVisual
PlayerBase.OnReceivedHit — sVisual
PlayerBase.OnScheduledTick T1 SFP
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStepEvent — SFP
PlayerBase.OnStoreLoad T3 SFP
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnStoreSave T3 SFP
PlayerBase.OnUnconsciousStop — sVisual
PlayerBase.PhysicalPredictiveDropItem — SFP_anim_system (cond)
PlayerBase.ProcessFeetDamageServer — SFP (cond)
PlayerBase.ProcessWeaponEvent — SFP_anim_system (cond)
PlayerPreview.UpdateInterval — SFP_anim_system
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.RegisterModdedDiags — sFramework
PluginDiagMenu.RegisterModdedDiagsIDs — sFramework
PropertyModifiers.UpdateModifiers — sGunplay
QuantityConversions.HasItemQuantity — Mag Obfuscation ✂
R12Recoil.initRecoilParameters — sGunplay ✂
RadialMenu.GetObjectByDegAngle — SFP_anim_system (cond)
RadialMenu.HideRadialSelector — SFP_anim_system
RadialMenu.OnMouseButtonUp — SFP_anim_system (cond)
RadialMenu.OnWidgetScriptInit — SFP_anim_system
RadialMenu.Refresh — SFP_anim_system
RadialMenu.RegisterClass — SFP_anim_system
RadialMenu.ShowRadialSelector — SFP_anim_system (cond)
RadialMenu.Update — SFP_anim_system (cond)
RepeaterRecoil.initRecoilParameters — sGunplay ✂
Ruger1022Recoil.initRecoilParameters — sGunplay ✂
SCARHRecoil.initRecoilParameters — sGunplay ✂
SKSRecoil.initRecoilParameters — sGunplay ✂
SKS_Bayonet.SetActions T2 Tactical Flava
SSG82Recoil.initRecoilParameters — sGunplay ✂
SV98Recoil.initRecoilParameters — sGunplay ✂
ScoutRecoil.initRecoilParameters — sGunplay ✂
SiagaRecoil.initRecoilParameters — sGunplay ✂
Sickle.SetActions T2 Tactical Flava
SmershBag.CanLoadItemIntoCargo T2 Tactical Flava
SmershBag.CanReceiveItemIntoCargo T2 Tactical Flava
StaminaHandler.CheckStaminaState — sVisual
StaminaHandler.Init — SFP
StaminaHandler.RecalculateStaminaCap — SFP
StaminaHandler.SetDepletionMultiplier — SFP
StaminaHandler.SetRecoveryMultiplier — SFP
StaminaHandler.StaminaProcessor_Move — SFP
StaminaHandler.Update — SFP
SteakKnife.SetActions T2 Tactical Flava
StoneKnife.SetActions T2 Tactical Flava
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
SvdRecoil.initRecoilParameters — sGunplay ✂
TLRLight.CanPutAsAttachment — EDO_WEAPONS
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
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
Ump45Recoil.initRecoilParameters — sGunplay ✂
UniversalLight.CanPutAsAttachment — EDO_WEAPONS (cond)
UniversalLight.InitAttachmentsSlotsToCheck — EDO_WEAPONS
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
VSSRecoil.initRecoilParameters — sGunplay ✂
Weapon_Base.CanReceiveAttachment T2 EDO_WEAPONS (cond)
Weapon_Base.EEFired — VPPAdminTools
Winchester70Recoil.initRecoilParameters — sGunplay ✂
ZombieBase.CommandHandler T1 Tactical Flava
ZombieBase.EEDelete T3 SFP
ZombieBase.EEHitBy T2 SFP
ZombieBase.EEKilled T3 Tactical Flava
ZombieBase.OnRPC T2 SFP
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF
ZombieBase.OnVariablesSynchronized T2 Tactical Flava
mmg_storage_openable_base.AfterStoreLoad T3 MMG Base Storage
mmg_storage_openable_base.CanReceiveAttachment T2 MMG Base Storage (cond)
mmg_storage_openable_base.SetActions T2 MMG Base Storage
mmg_storage_openable_noLock_base.AfterStoreLoad T3 MMG Base Storage

44 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.