← modperf

Stack composer

Started from Blazed Survival | Nasdara | PVE | Keys | Customs |Exploration: the 30 mods it publishes to the Steam server browser (as of 2026-10-19), 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 Dabs Framework
  3. 3 BuilderItems
  4. 4 VPPAdminTools
  5. 5 BodyBags
  6. 6 TraderPlus
  7. 7 PVEZ Reloaded
  8. 8 RaG_BaseItems
  9. 9 RaG_Core
  10. 10 CannabisPlus
  11. 11 AgricultureCore
  12. 12 Blazed_survial_Core_lb not analyzed
  13. 13 ParagonClothes
  14. 14 Vending Machine not analyzed
  15. 15 Unlimited Stamina
  16. 16 Radio not analyzed
  17. 17 MMG - Mightys Military Gear
  18. 18 GameLabs
  19. 19 Autorun Mod
  20. 20 CJ187-LootChest
  21. 21 Blazed Survival BL Core not analyzed
  22. 22 Paragon Gear and Armor
  23. 23 No Vehicle Damage 130 not analyzed
  24. 24 Blazed Survival Vehicle Core not analyzed
  25. 25 Blazed_Survival_Core_BL not analyzed
  26. 26 BaseBuildingPlus
  27. 27 BaseBuildingPlus 1.30 EXP Fix
  28. 28 PB BBP CodeLock 1.30 Fix not analyzed
  29. 29 Code Lock
  30. 30 Nasdara_SunstrokeIcon not analyzed
Edit as text

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

9 of 30 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 5 below.

Mods silencing mods
11 conflicts

Across 69 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.40% of a frame at 100 players

4.046 ms per second, all 21 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.

11 methods across 2 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 → 5BodyBags26BaseBuildingPlus all
8RaG_BaseItems 1RaG_BaseItems silences BodyBags
1 method: 1 check
1
27BaseBuildingPlus 1.30 EXP Fix 10BaseBuildingPlus 1.30 EXP Fix silences BaseBuildingPlus
10 methods: 6 events, 2 checks, 2 values
10
all 110 11
12Blazed_survial_Core_lb Not analyzed, so what it silences is unknown. Queue it in the list above.
14Vending Machine Not analyzed, so what it silences is unknown. Queue it in the list above.
16Radio Not analyzed, so what it silences is unknown. Queue it in the list above.
21Blazed Survival BL Core Not analyzed, so what it silences is unknown. Queue it in the list above.
23No Vehicle Damage 130 Not analyzed, so what it silences is unknown. Queue it in the list above.
24Blazed Survival Vehicle Core Not analyzed, so what it silences is unknown. Queue it in the list above.
…and 3 more mods not analyzed yet.

The 2 pairs, largest first# ·

BaseBuildingPlus 1.30 EXP FixsilencesBaseBuildingPlus10 methods
ActionBuildPartCB.CreateActionComponent event BaseBuildingPlus's work on this event never runs. ZMG_BBP_130Fix.pbo::scripts\4_World\actions\vanilla\ActionBuildPart.c:3 ActionDialCombinationLockOnTarget.OnFinishProgressServer event BaseBuildingPlus's work on this event never runs. ZMG_BBP_130Fix.pbo::scripts\4_World\actions\vanilla\ActionDialCombinationLockOnTarget.c:21 Construction.DropNonUsableMaterialsServer event Vanilla stops dropping leftovers — expected when a mod replaces building wholesale. ZMG_BBP_130Fix.pbo::scripts\4_World\overrides\Construction.c:72 Hologram.AddProjectionRotation event Vanilla rotation handling is replaced — expected for placement-system overhauls. ZMG_BBP_130Fix.pbo::scripts\4_World\overrides\Hologram.c:769 Hologram.SubtractProjectionRotation event Vanilla rotation handling is replaced — expected for placement-system overhauls. ZMG_BBP_130Fix.pbo::scripts\4_World\overrides\Hologram.c:809 StaticConstructionMethods.SpawnConstructionMaterialPiles event BaseBuildingPlus's work on this event never runs. ZMG_BBP_130Fix.pbo::scripts\4_World\overrides\Construction.c:189
4 more
Construction.IsColliding check BaseBuildingPlus's conditions on this check no longer apply. ZMG_BBP_130Fix.pbo::scripts\4_World\overrides\Construction.c:62 Construction.IsCollidingEx check BaseBuildingPlus's conditions on this check no longer apply. ZMG_BBP_130Fix.pbo::scripts\4_World\overrides\Construction.c:67 ActionBuildPart.GetAdminLogMessage value BaseBuildingPlus's value here is replaced. ZMG_BBP_130Fix.pbo::scripts\4_World\actions\vanilla\ActionBuildPart.c:167 Hologram.GetProjectionRotation value BaseBuildingPlus's value here is replaced. ZMG_BBP_130Fix.pbo::scripts\4_World\overrides\Hologram.c:764
RaG_BaseItemssilencesBodyBags1 method
PlantMaterial.CanPutAsAttachment check BodyBags's conditions on this check no longer apply. For PlantMaterial instances, through its ancestor ItemBase. rag_baseitems_scripts.pbo::4_World\rag_baseitems_scripts\Modded\PlantMaterial.c:3
1 conflict on client-only classes (menus, HUD, notifications) — no server effect
  • NotificationSystem.GetNotificationData — Dabs Framework silences CF

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.OnScheduledTick
about 30× per player per second
GameLabs then PVEZ Reloaded then vanilla
DayZGame.OnUpdate
every server frame
GameLabs then VPPAdminTools then CF then vanilla
MissionServer.OnUpdate
every server frame
PVEZ Reloaded then TraderPlus then CF then vanilla
PlayerBase.OnRPC
per event
BaseBuildingPlus then Autorun Mod sometimes stops here then RaG_Core then PVEZ Reloaded then VPPAdminTools then vanilla
PlayerBase.SetActions
per event
BaseBuildingPlus then MMG - Mightys Military Gear then RaG_BaseItems then TraderPlus then VPPAdminTools then vanilla
DayZGame.OnRPC
per event
PVEZ Reloaded RPC send world scan then VPPAdminTools sometimes stops here then Dabs Framework then CF sometimes stops here then vanilla
ActionAttachToConstruction.ActionCondition
per event
BaseBuildingPlus sometimes stops here then RaG_Core sometimes stops here then vanilla
ActionBuildPart.ActionCondition
per event
BaseBuildingPlus 1.30 EXP Fix sometimes stops here then BaseBuildingPlus sometimes stops here then vanilla
ActionCloseFence.ActionCondition
per event
Code Lock then BaseBuildingPlus sometimes stops here then vanilla
ActionDialCombinationLockOnTarget.ActionCondition
per event
BaseBuildingPlus 1.30 EXP Fix sometimes stops here then BaseBuildingPlus sometimes stops here then vanilla
ActionPackTent.ActionCondition
per event
Code Lock then TraderPlus sometimes stops here then vanilla
ActionTogglePlaceObject.ActionCondition
per event
BaseBuildingPlus sometimes stops here then CannabisPlus sometimes stops here then vanilla

Stall risks#

5 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
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
GameLabs
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
000_Scripts.pbo::4_World\4_Hooking\*жкндлѐњ.c:213

Everything else#

All 69 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)
ActionBuildPart.GetAdminLogMessage — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
ActionBuildPartCB.CreateActionComponent — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
ActionDialCombinationLockOnTarget.OnFinishProgressServer — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
Construction.DropNonUsableMaterialsServer — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
Construction.IsColliding — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
Construction.IsCollidingEx — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
Hologram.AddProjectionRotation — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
Hologram.GetProjectionRotation — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
Hologram.SubtractProjectionRotation — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
StaticConstructionMethods.SpawnConstructionMaterialPiles — vanilla → BaseBuildingPlus ✂ → BaseBuildingPlus 1.30 EXP Fix ✂
ActionConstructor.RegisterActions — vanilla → Dabs Framework → VPPAdminTools → TraderPlus → RaG_BaseItems → RaG_Core → CannabisPlus → AgricultureCore → MMG - Mightys Military Gear → CJ187-LootChest → Paragon Gear and Armor → BaseBuildingPlus → Code Lock
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → TraderPlus → RaG_BaseItems → CannabisPlus → AgricultureCore → GameLabs → BaseBuildingPlus → BaseBuildingPlus 1.30 EXP Fix
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → TraderPlus → RaG_BaseItems → CannabisPlus → ParagonClothes → GameLabs → CJ187-LootChest → Paragon Gear and Armor → BaseBuildingPlus
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → TraderPlus → RaG_Core → GameLabs → BaseBuildingPlus → BaseBuildingPlus 1.30 EXP Fix → Code Lock
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → VPPAdminTools → PVEZ Reloaded → RaG_Core → GameLabs
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → BodyBags → PVEZ Reloaded → CannabisPlus → AgricultureCore → GameLabs
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → BodyBags → RaG_BaseItems → CannabisPlus → AgricultureCore
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → RaG_BaseItems → ParagonClothes → MMG - Mightys Military Gear → Paragon Gear and Armor
PlayerBase.OnRPC T2 vanilla → VPPAdminTools → PVEZ Reloaded → RaG_Core → Autorun Mod (cond) → BaseBuildingPlus
PlayerBase.SetActions T2 vanilla → VPPAdminTools → TraderPlus → RaG_BaseItems → MMG - Mightys Military Gear → BaseBuildingPlus
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → VPPAdminTools (cond) → PVEZ Reloaded
Hologram.EvaluateCollision — vanilla → TraderPlus (cond) → RaG_Core (cond) → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
MissionServer.OnEvent — vanilla → CF → VPPAdminTools → BodyBags → GameLabs
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → VPPAdminTools → GameLabs
PlayerBase.Init — vanilla → VPPAdminTools → TraderPlus → AgricultureCore → BaseBuildingPlus
PluginManager.Init — vanilla → Dabs Framework → VPPAdminTools → RaG_Core → Code Lock
PluginRecipesManager.RegisterRecipies — vanilla → RaG_BaseItems → CannabisPlus → AgricultureCore → BaseBuildingPlus
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools → GameLabs
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools → GameLabs
Hologram.GetProjectionEntityPosition — vanilla → RaG_Core (cond) → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
Hologram.ProjectionBasedOnParent — vanilla → TraderPlus (cond) → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
Hologram.SetProjectionOrientation — vanilla → RaG_Core → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → RaG_Core
MissionServer.OnUpdate T0 vanilla → CF → TraderPlus → PVEZ Reloaded
ActionAttachToConstruction.ActionCondition T2 vanilla → RaG_Core (cond) → BaseBuildingPlus (cond)
ActionBuildPart.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
ActionBuildPart.OnActionInfoUpdate — vanilla → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
ActionBuildPart.OnFinishProgressServer — vanilla → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
ActionCloseFence.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → Code Lock
ActionDialCombinationLockOnTarget.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
ActionPackTent.ActionCondition T2 vanilla → TraderPlus (cond) → Code Lock
ActionTogglePlaceObject.ActionCondition T2 vanilla → CannabisPlus (cond) → BaseBuildingPlus (cond)
ActionUnpin.OnStartServer — vanilla → VPPAdminTools → PVEZ Reloaded
CarScript.EEDelete T3 vanilla → TraderPlus → RaG_Core
CarScript.EEHitBy T2 vanilla → RaG_Core → GameLabs
CarScript.OnStoreLoad T3 vanilla → CF → TraderPlus
CarScript.OnStoreSave T3 vanilla → CF → TraderPlus
Construction.CanBuildPart — vanilla → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DigitalCodeLock.OnWorkStop — vanilla → RaG_Core (cond) → GameLabs
DigitalCodeLock.ResetPIN — vanilla → RaG_Core (cond) → GameLabs
DigitalCodeLock.UnlockOnServer — vanilla → RaG_Core → GameLabs
Hammer.SetActions T2 vanilla → RaG_BaseItems → RaG_Core
Hologram.AlignProjectionOnTerrain — vanilla → BaseBuildingPlus (cond) → BaseBuildingPlus 1.30 EXP Fix (cond)
Hologram.IsFloating — vanilla → BaseBuildingPlus → BaseBuildingPlus 1.30 EXP Fix
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
ItemBase.SetActions T2 vanilla → RaG_Core → BaseBuildingPlus
MissionBase.CreateScriptedMenu — vanilla → VPPAdminTools → BaseBuildingPlus
MissionServer.InvokeOnDisconnect T3 vanilla → CF → TraderPlus
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → GameLabs
PlantBase.Init — vanilla → CannabisPlus → AgricultureCore (cond)
PlayerBase.EEHitBy T2 vanilla → TraderPlus → GameLabs
PlayerBase.OnPlayerLoaded — vanilla → PVEZ Reloaded → AgricultureCore
PlayerBase.OnScheduledTick T1 vanilla → PVEZ Reloaded → GameLabs
Pliers.SetActions T2 vanilla → TraderPlus → RaG_Core
Weapon_Base.EEFired — vanilla → VPPAdminTools → GameLabs
Wreck_Mi8_Crashed.EEDelete T3 vanilla → PVEZ Reloaded ✂ → GameLabs
Wreck_UH1Y.EEDelete T3 vanilla → PVEZ Reloaded ✂ → GameLabs
420 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
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — RaG_Core (cond)
ActionAttachToConstruction.OnExecuteServer — GameLabs
ActionBandageSelf.OnEndServer — GameLabs
ActionBandageTarget.OnEndServer — GameLabs
ActionBuildPartSwitch.ActionCondition T2 BaseBuildingPlus ✂
ActionBurnSewTarget.ActionCondition T2 TraderPlus (cond)
ActionCarDoors.ActionCondition T2 TraderPlus (cond)
ActionCarDoorsOutside.ActionCondition T2 TraderPlus (cond)
ActionCheckPulse.ActionCondition T2 TraderPlus (cond)
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCollectBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDeployObject.ActionCondition T2 TraderPlus (cond)
ActionDeployObject.ActionConditionContinue — BaseBuildingPlus ✂
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDeployObject.OnFinishProgressServer — BaseBuildingPlus ✂
ActionDestroyPart.ActionCondition T2 BaseBuildingPlus (cond)
ActionDetach.ActionCondition T2 TraderPlus (cond)
ActionDetachCarLockPick.ActionCondition T2 TraderPlus ✂
ActionDetachFromTarget.ActionCondition T2 TraderPlus (cond)
ActionDigInStash.ActionCondition T2 TraderPlus (cond)
ActionDigOutStash.ActionCondition T2 TraderPlus (cond)
ActionDisinfectTarget.ActionCondition T2 TraderPlus (cond)
ActionDismantlePart.ActionCondition T2 BaseBuildingPlus (cond)
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDrink.OnEndServer — GameLabs
ActionDrink.OnStartServer — GameLabs
ActionDrinkPondContinuous.OnEndServer — GameLabs
ActionDrinkWellContinuous.OnEndServer — GameLabs
ActionDropItem.OnExecuteServer — RaG_Core
ActionEatBig.OnEndServer — GameLabs
ActionEatBig.OnStartServer — GameLabs
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionFoldBaseBuildingObject.CreateConditionComponents — BaseBuildingPlus ✂
ActionFoldBaseBuildingObjectCB.CreateActionComponent — BaseBuildingPlus ✂
ActionForceConsume.ActionCondition T2 TraderPlus (cond)
ActionForceConsumeSingle.ActionCondition T2 TraderPlus (cond)
ActionForceFeedCan.ActionCondition T2 TraderPlus (cond)
ActionForceFeedCan.SZActionConditionHandler — TraderPlus ✂
ActionForceFeedCan.TPAdditionalCondition — TraderPlus ✂
ActionGetInTransport.ActionCondition T2 TraderPlus (cond)
ActionGetInTransport.OnEndServer — RaG_Core
ActionGetOutTransport.OnEndServer — TraderPlus
ActionGetOutTransport.OnStartServer — RaG_Core
ActionGiveBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInjectTarget.ActionCondition T2 TraderPlus (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLightItemOnFire.ActionCondition T2 RaG_BaseItems (cond)
ActionLightItemOnFire.OnFinishProgressClient — RaG_BaseItems
ActionLightItemOnFire.OnFinishProgressServer — RaG_BaseItems
ActionLockDoors.ActionCondition T2 TraderPlus (cond)
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionMineTree.ActionCondition T2 TraderPlus (cond)
ActionMountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionMountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 BaseBuildingPlus (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenFence.ActionCondition T2 BaseBuildingPlus (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPickLockOnCar.ActionCondition T2 TraderPlus (cond)
ActionPin.OnEndServer — GameLabs
ActionPin.OnStartServer — VPPAdminTools
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionRepairPart.RepairCondition — RaG_Core (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionRestrainSelf.ActionCondition T2 TraderPlus (cond)
ActionRestrainTarget.ActionCondition T2 TraderPlus (cond)
ActionStartEngine.OnEndServer — RaG_Core
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.ActionCondition T2 TraderPlus
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionTakeMaterialToHands.ActionCondition T2 BaseBuildingPlus (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 BaseBuildingPlus (cond)
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnmountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionUnmountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionUnpin.ActionCondition T2 TraderPlus (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnalyticsManagerServer.OnEntityKilled — GameLabs
AnimalBase.EEHitBy T2 GameLabs
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
BUISOptic.CanPutAsAttachment — GameLabs (cond)
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BaseBuildingBase.EEDelete T3 GameLabs
BaseBuildingBase.EEHitBy T2 GameLabs
BaseBuildingBase.EEOnAfterLoad T3 GameLabs
BaseBuildingBase.GL_Delete — GameLabs ✂
BaseBuildingBase.GL_GatherPersistentID — GameLabs ✂
BaseBuildingBase.GL_Load — GameLabs ✂
BaseBuildingBase.GL_Save — GameLabs ✂
BasicMapMenu.Init — PVEZ Reloaded
BasicMapMenu.UpdateMarkers — PVEZ Reloaded
BoatScript.EEHitBy T2 GameLabs
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
BuildingBase.SetActions T2 TraderPlus
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CamoNet.SetActions T2 BaseBuildingPlus
CarScript.CanDisplayAttachmentCategory — TraderPlus
CarScript.CanDisplayAttachmentSlot T2 TraderPlus
CarScript.IsInventoryVisible T2 TraderPlus ✂
CarScript.OnEngineStart — TraderPlus
CarScript.OnVariablesSynchronized T2 TraderPlus
CargoContainer.UpdateInterval — RaG_Core
CarimMenuMap.LoadMapMarkers — PVEZ Reloaded
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
Clothing.CanLoadItemIntoCargoClothingConditions — RaG_Core (cond)
Clothing.CanPutInCargoClothingConditions — RaG_Core (cond)
Clothing.CanReceiveItemIntoCargoClothingConditions — RaG_Core (cond)
CodeLockComponent.CheckCodeRequest — RaG_Core (cond)
CodeLockComponent.OnRPC T2 RaG_Core (cond)
CodeLockComponent.ResetPIN — RaG_Core (cond)
CodeLockComponent.SetLockCode — RaG_Core (cond)
CodeLockComponent.SetLockState — RaG_Core (cond)
CombinationLock.EEDelete T3 GameLabs
CombinationLock.EEOnAfterLoad T3 GameLabs
CombinationLock.GL_Delete — GameLabs ✂
CombinationLock.GL_GatherPersistentID — GameLabs ✂
CombinationLock.GL_Load — GameLabs ✂
CombinationLock.GL_Save — GameLabs ✂
CombinationLock.LockServer — GameLabs
CombinationLock.UnlockOnServer — GameLabs
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
ContaminatedArea_Dynamic.EEDelete T3 GameLabs
ContaminatedArea_Dynamic.EEInit T3 GameLabs
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CraftFenceKit.CanDo — BaseBuildingPlus ✂
CraftWatchtowerKit.CanDo — BaseBuildingPlus ✂
CreditsLoader.GetData — CF ✂
Crowbar.SetActions T2 CJ187-LootChest
DayZGame.ConnectLaunch — GameLabs (cond)
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZGame.OnPostUpdate — RaG_Core
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZGame.TryConnect — GameLabs (cond)
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.EEKilled T3 TraderPlus
DayZPlayerImplement.HandleView — PVEZ Reloaded
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementFallDamage.HandleFallDamage — TraderPlus (cond)
DayZPlayerImplementThrowing.HandleThrowing — TraderPlus
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — TraderPlus (cond)
DeCraftWoodenCrate.CanDo — BaseBuildingPlus ✂
Debug.DestroyAllShapes — Dabs Framework ✂
Debug.DrawArrow — Dabs Framework ✂
Debug.DrawBox — Dabs Framework ✂
Debug.DrawBoxEx — Dabs Framework ✂
Debug.DrawCone — Dabs Framework ✂
Debug.DrawCube — Dabs Framework ✂
Debug.DrawCylinder — Dabs Framework ✂
Debug.DrawLine — Dabs Framework ✂
Debug.DrawLines — Dabs Framework ✂
Debug.DrawSphere — Dabs Framework ✂
DigitalCodeLock.AfterStoreLoad T3 RaG_Core
DigitalCodeLock.CanBeLocked — RaG_Core
DigitalCodeLock.CanDetachAttachment — RaG_Core (cond)
DigitalCodeLock.CanDetachCodeLock — RaG_Core (cond)
DigitalCodeLock.CanReleaseAttachment T2 RaG_Core (cond)
DigitalCodeLock.CanSetCode — RaG_Core (cond)
DigitalCodeLock.EEDelete T3 GameLabs
DigitalCodeLock.EEInit T3 RaG_Core
DigitalCodeLock.EEItemAttached T2 RaG_Core
DigitalCodeLock.EEItemDetached T2 RaG_Core
DigitalCodeLock.EEOnAfterLoad T3 GameLabs
DigitalCodeLock.GL_Delete — GameLabs ✂
DigitalCodeLock.GL_GatherPersistentID — GameLabs ✂
DigitalCodeLock.GL_Load — GameLabs ✂
DigitalCodeLock.GL_Save — GameLabs ✂
DigitalCodeLock.GetBatteryEnergy — RaG_Core (cond)
DigitalCodeLock.HasBattery — RaG_Core (cond)
DigitalCodeLock.HasEnergy — RaG_Core (cond)
DigitalCodeLock.HasValidParent — RaG_Core (cond)
DigitalCodeLock.IsPlayerOnBackside — RaG_Core (cond)
DigitalCodeLock.NeedBattery — RaG_Core (cond)
DigitalCodeLock.OnRPC T2 RaG_Core (cond)
DigitalCodeLock.OnVariablesSynchronized T2 RaG_Core
DigitalCodeLock.OnWasAttached — RaG_Core
DigitalCodeLock.OnWork — RaG_Core (cond)
DigitalCodeLock.OnWorkStart — RaG_Core
DigitalCodeLock.SetActions T2 RaG_Core
DigitalCodeLock.SetLockState — GameLabs
DigitalCodeLock.StartItemSoundServer — RaG_Core (cond)
DigitalCodeLockUI.CodeResponse — RaG_Core
DigitalCodeLockUI.ConfirmCode — RaG_Core
DigitalCodeLockUI.KeyPress — RaG_Core (cond)
DigitalCodeLockUI.OnKeyDown — RaG_Core
DigitalCodeLockUI.SetTargetLock — RaG_Core
DigitalCodeLockUI.Update — RaG_Core
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
Edible_Base.ProcessDecay — RaG_Core
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
ExpansionGlobalChatModule.AddChatMessage_Server — GameLabs
ExpansionMapMenu.Init — PVEZ Reloaded
ExpansionMapMenu.UpdateMarkers — PVEZ Reloaded
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.OnPlacementComplete — GameLabs
FirefighterAxe.SetActions T2 RaG_BaseItems
FishingRod_Base_New.SetActions T2 RaG_BaseItems
GardenLime.SetActions T2 RaG_BaseItems
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
Grenade_Base.EEHitBy T2 VPPAdminTools
Hacksaw.SetActions T2 Code Lock
HandDrillKit.SetActions T2 TraderPlus
Hatchet.SetActions T2 RaG_BaseItems
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.PlaceEntity — TraderPlus (cond)
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetProjectionPosition — RaG_Core
ItemBase.CanBeConsumed — RaG_Core
ItemBase.CanPutAsAttachment — BodyBags (cond)
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.DamageItemInCargo — PVEZ Reloaded
ItemBase.EEHitBy T2 RaG_Core
ItemBase.EEItemLocationChanged T2 GameLabs
ItemBase.EEOnAfterLoad T3 GameLabs
ItemBase.EEOnDamageCalculated — PVEZ Reloaded
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnItemLocationChanged T2 PVEZ Reloaded
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
Land_ContainerLocked_Blue_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Blue_DE.EEInit T3 GameLabs
Land_ContainerLocked_Orange_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Orange_DE.EEInit T3 GameLabs
Land_ContainerLocked_Red_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Red_DE.EEInit T3 GameLabs
Land_ContainerLocked_Yellow_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Yellow_DE.EEInit T3 GameLabs
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEDelete T3 GameLabs
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEInit T3 GameLabs
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
Lockpick.SetActions T2 CJ187-LootChest
M4_CarryHandleOptic.CanPutAsAttachment — GameLabs (cond)
MagazineStorage.SetActions T2 RaG_BaseItems
MapMenu.Init — PVEZ Reloaded
Matchbox.SetActions T2 TraderPlus
MenuTeleportManager.UpdateMapEx — PVEZ Reloaded
MiscGameplayFunctions.BuildCondition — BaseBuildingPlus ✂
MiscGameplayFunctions.ComplexBuildCollideCheckClient — BaseBuildingPlus ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnGameplayDataHandlerLoad — GameLabs
MissionServer.OnMissionLoaded — CF
MissionServer.SendModData — RaG_BaseItems
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterPistol — 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 ✂
MotorbikeScript.EEHitBy T2 GameLabs
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
PetrolLighter.SetActions T2 TraderPlus
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.AC_HasAnyPPEActive — CannabisPlus
PlayerBase.CanBeTargetedByAI — VPPAdminTools (cond)
PlayerBase.CanDropEntity T2 TraderPlus (cond)
PlayerBase.CommandHandler T1 VPPAdminTools
PlayerBase.EEItemDetached T2 TraderPlus
PlayerBase.EEOnDamageCalculated — PVEZ Reloaded
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnBleedingSourceRemoved — PVEZ Reloaded
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PlayerBase.OnVehicleSwitchSeat — GameLabs
PlayerBase.SetSuicide — TraderPlus
PluginAdminLog.OnContinouousAction — GameLabs
PluginAdminLog.OnPlacementComplete — GameLabs
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PortableGasStove.SetActions T2 TraderPlus
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
Roadflare.SetActions T2 TraderPlus
ScientificBriefcase.EEDelete T3 GameLabs
ScientificBriefcase.EEInit T3 GameLabs
ScientificBriefcase.Open — GameLabs
Screwdriver.SetActions T2 RaG_Core
SeedPackBase.EmptySeedPack — CannabisPlus (cond)
Shovel.SetActions T2 RaG_BaseItems
SledgeHammer.SetActions T2 CJ187-LootChest
StaticObj_Wreck_Chinook.EEDelete T3 GameLabs
StaticObj_Wreck_Chinook.EEInit T3 GameLabs
StaticObj_Wreck_Mi24_TK.EEDelete T3 GameLabs
StaticObj_Wreck_Mi24_TK.EEInit T3 GameLabs
Stone.SetActions T2 BaseBuildingPlus
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
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
TerritoryFlagKit.OnPlacementComplete — GameLabs
Torch.SetActions T2 TraderPlus
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
TrapBase.StartActivate — TraderPlus (cond)
TruckBattery.EEItemDetached T2 BaseBuildingPlus
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
VicinityItemManager.AddVicinityItems — TraderPlus (cond)
VicinityItemManager.IsObstructed — BaseBuildingPlus (cond)
WatchtowerKit.OnPlacementComplete — GameLabs
Weapon_Base.SetActions T2 RaG_Core
WoodAxe.SetActions T2 RaG_BaseItems
WoodenCrate.CanPutAsAttachment — TraderPlus (cond)
WoodenCrate.CanReceiveItemIntoCargo T2 TraderPlus (cond)
WoodenCrate.SetActions T2 TraderPlus
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
Wreck_Mi8.EEDelete T3 GameLabs
Wreck_Mi8.EEInit T3 GameLabs
Wreck_Mi8_Crashed.EEInit T3 GameLabs
Wreck_SantasSleigh.EEDelete T3 GameLabs
Wreck_SantasSleigh.EEInit T3 GameLabs
Wreck_UH1Y.EEInit T3 GameLabs
ZombieBase.ChaseAttackLogic — TraderPlus (cond)
ZombieBase.EEHitBy T2 GameLabs
ZombieBase.EEOnDamageCalculated — PVEZ Reloaded
ZombieBase.EvaluateDeathAnimation — PVEZ Reloaded
ZombieBase.FightAttackLogic — TraderPlus (cond)
ZombieBase.Init — PVEZ Reloaded
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

35 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.