← modperf

Stack composer

Started from NRG NASDARA | PVP | 3PP | 6 MAX PARTY | WIPE 17.10: the 7 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 BuilderItems
  3. 3 VanillaPlusPlusMap
  4. 4 Survivor Animations
  5. 5 VPPAdminTools
  6. 6 NRG Mod Pack2 not analyzed
  7. 7 NRG Mod Pack Nasdara not analyzed
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One Workshop id or URL per line, in load order. Up to 250 mods.

2 of 7 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 4 below.

Mods silencing mods
None

Across 14 server-side methods hooked by two or more mods.

Structural load
0.25% of a frame at 100 players

2.511 ms per second, all 5 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.

PlayerBase.CommandHandler
about 30× per player per second
VPPAdminTools RPC send then Survivor Animations then vanilla
DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
MissionServer.OnUpdate
every server frame
Survivor Animations then CF then vanilla
DayZGame.OnRPC
per event
VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla
PlayerBase.SetActions
per event
VPPAdminTools then Survivor Animations then vanilla

Stall risks#

4 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.

Survivor Animations
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115
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

Everything else#

All 14 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 → Survivor Animations → VPPAdminTools
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond)
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
MissionBase.CreateScriptedMenu — vanilla → VanillaPlusPlusMap → VPPAdminTools
MissionServer.OnEvent — vanilla → CF → VPPAdminTools
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools
MissionServer.OnUpdate T0 vanilla → CF → Survivor Animations
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools
PlayerBase.CommandHandler T1 vanilla → Survivor Animations → VPPAdminTools
PlayerBase.Init — vanilla → Survivor Animations → VPPAdminTools
PlayerBase.SetActions T2 vanilla → Survivor Animations → VPPAdminTools
113 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
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionPin.OnStartServer — VPPAdminTools
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CreditsLoader.GetData — CF ✂
DayZGame.OnEvent — CF
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteConstructor.RegisterEmotes — Survivor Animations
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.PlayEmote — Survivor Animations (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
GesturesMenu.GetGestureItems — Survivor Animations
GesturesMenu.OnMenuRelease — Survivor Animations
Grenade_Base.EEHitBy T2 VPPAdminTools
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
MissionBase.CF_IsLoaded — CF ✂
MissionServer.InvokeOnConnect T3 CF
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientDisconnectedEvent T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnMissionLoaded — CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterHeavy — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterOneHanded — 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.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
PlayerBase.CanBeTargetedByAI — VPPAdminTools (cond)
PlayerBase.EEKilled T3 VPPAdminTools
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnParticleEvent — Survivor Animations
PlayerBase.OnRPC T2 VPPAdminTools
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginManager.Init — VPPAdminTools
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
Weapon_Base.EEFired — VPPAdminTools
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

19 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.