← modperf

Stack composer

Started from EmpireZ : Star Wars : PvE: the 27 mods it publishes to the Steam server browser (as of 2026-10-21), put back into load order — servers publish the list last-loaded first. Mods loaded with -servermod= are never published, so they are not here; add them if you know them.

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

  1. 1 Dabs Framework
  2. 2 CF
  3. 3 Megaloot Tunnels not analyzed
  4. 4 DayZ Editor Loader
  5. 5 ActionTeleport not analyzed
  6. 6 Apox_TraderMoney not analyzed
  7. 7 Trader
  8. 8 EmpirZ_Server_Pack not analyzed
  9. 9 Zenarchist's Core Mod not analyzed
  10. 10 CJ187-PokemonCards
  11. 11 BuilderItems
  12. 12 EmpirZ_Blackwing not analyzed
  13. 13 BRZ_Pokeman_Override not analyzed
  14. 14 Apox_Camping not analyzed
  15. 15 Apox_PVP_PVE not analyzed
  16. 16 Survivor name changer
  17. 17 PVEZ Reloaded
  18. 18 FixBuggedHands not analyzed
  19. 19 I'm not hot not analyzed
  20. 20 Ear-Plugs
  21. 21 SimpleAutorun
  22. 22 Apox_GroupMod not analyzed
  23. 23 DudeWheresMyCar
  24. 24 Apox_PVE_1 not analyzed
  25. 25 FlipTransport
  26. 26 TakistanPlus 1.30 Fixed TEMP MOD not analyzed
  27. 27 Apox_Push not analyzed
Edit as text

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

15 of 27 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 it below.

Mods silencing mods
None

Across 15 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.10% of a frame at 100 players

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

Who silences whom#

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

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

1 conflict on client-only classes (menus, HUD, notifications) — no server effect
  • NotificationSystem.GetNotificationData — CF silences Dabs Framework

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
PVEZ Reloaded then Trader then CF then vanilla
DayZGame.OnRPC
per event
FlipTransport then PVEZ Reloaded RPC send world scan then CF sometimes stops here then Dabs Framework then vanilla

Stall risks#

1 place 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.

PVEZ Reloaded
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
PVEZ.pbo::4_world\entities\manbase\playerbase.c:202

Everything else#

All 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)
ActionConstructor.RegisterActions — vanilla → Dabs Framework → Trader → CJ187-PokemonCards → FlipTransport
DayZGame.OnRPC T2 vanilla → Dabs Framework → CF (cond) → PVEZ Reloaded → FlipTransport
MissionServer.InvokeOnConnect T3 vanilla → Dabs Framework → CF → Trader → DudeWheresMyCar
MissionServer.OnInit T3 vanilla → CF → Trader → DudeWheresMyCar → FlipTransport
MissionServer.OnMissionStart T3 vanilla → Dabs Framework → CF → DayZ Editor Loader
MissionServer.OnUpdate T0 vanilla → CF → Trader → PVEZ Reloaded
MissionServer.PlayerDisconnected T3 vanilla → Dabs Framework → CF → PVEZ Reloaded
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Trader → CJ187-PokemonCards
CarScript.OnStoreLoad T3 vanilla → CF → Trader
CarScript.OnStoreSave T3 vanilla → CF → Trader
DayZGame.OnEvent — vanilla → Dabs Framework → CF
JMModuleConstructor.RegisterModules — vanilla → SimpleAutorun → FlipTransport
MissionServer.OnClientDisconnectedEvent T3 vanilla → Dabs Framework → CF
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → FlipTransport
PluginManager.Init — vanilla → Dabs Framework → Trader
187 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
ActionBurnSewTarget.ActionCondition T2 Trader (cond)
ActionCarDoors.ActionCondition T2 Trader (cond)
ActionCarDoorsOutside.ActionCondition T2 Trader (cond)
ActionCheckPulse.ActionCondition T2 Trader (cond)
ActionCheckPulseTarget.ActionCondition T2 Trader
ActionCollectBloodTarget.ActionCondition T2 Trader (cond)
ActionDefibrilateTarget.ActionCondition T2 Trader (cond)
ActionDeployObject.ActionCondition T2 Trader (cond)
ActionDetach.ActionCondition T2 Trader (cond)
ActionDisinfectTarget.ActionCondition T2 Trader (cond)
ActionForceConsume.ActionCondition T2 Trader (cond)
ActionForceConsumeSingle.ActionCondition T2 Trader (cond)
ActionForceFeedCan.ActionCondition T2 Trader (cond)
ActionGetOutTransport.OnStartServer — DudeWheresMyCar
ActionGiveBloodTarget.ActionCondition T2 Trader (cond)
ActionGiveSalineTarget.ActionCondition T2 Trader (cond)
ActionInjectTarget.ActionCondition T2 Trader (cond)
ActionLockDoors.ActionCondition T2 Trader (cond)
ActionPushCar.ActionCondition T2 FlipTransport
ActionPushObject.ActionCondition T2 FlipTransport
ActionRestrainSelf.ActionCondition T2 Trader (cond)
ActionRestrainTarget.ActionCondition T2 Trader (cond)
ActionSewTarget.ActionCondition T2 Trader (cond)
ActionStartBoat.OnStartServer — DudeWheresMyCar
ActionStartEngine.OnExecute — DudeWheresMyCar
ActionStartEngineBoat.OnExecute — DudeWheresMyCar
ActionStartHelicopter.OnStartServer — DudeWheresMyCar
ActionUnpin.ActionCondition T2 Trader (cond)
ActionUnpin.OnStartServer — PVEZ Reloaded
Action_Boat_Start_Engine_Keyboard_SIB.OnFinishProgress — DudeWheresMyCar
Action_Boat_Start_Engine_Mouse_SIB.OnFinishProgress — DudeWheresMyCar
Action_Helicopter_Start_Engine_Keyboard_SIB.OnFinishProgressServer — DudeWheresMyCar
Action_Helicopter_Start_Engine_Mouse_SIB.OnFinishProgressServer — DudeWheresMyCar
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
Ammo_40mm_ChemGas.EEKilled T3 Trader (cond)
Ammo_40mm_ChemGas.OnActivatedByItem — Trader (cond)
Ammo_40mm_Explosive.EEKilled T3 Trader (cond)
Ammo_40mm_Explosive.OnActivatedByItem — Trader (cond)
Ammunition_Base.AddQuantityTR — Trader ✂
Ammunition_Base.SetQuantityTR — Trader ✂
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.OnTick — Trader (cond)
BarrelHoles_ColorBase.AddWetnessToFireplace — Trader (cond)
BarrelHoles_ColorBase.BurnItemsInFireplace — Trader (cond)
BarrelHoles_ColorBase.CalcAndSetQuantity — Trader (cond)
BarrelHoles_ColorBase.CanPutIntoHands T2 Trader (cond)
BarrelHoles_ColorBase.DeferredInit — Trader
BarrelHoles_ColorBase.SpendFireConsumable — Trader (cond)
BasicMapMenu.Init — PVEZ Reloaded
BasicMapMenu.UpdateMarkers — PVEZ Reloaded
BoatScript.DeferredInit — DudeWheresMyCar
BoatScript.OnEngineStart — Trader
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BoatScript.SetActions T2 FlipTransport
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.CanDisplayAttachmentCategory — Trader
CarScript.CanDisplayAttachmentSlot T2 Trader
CarScript.DeferredInit — DudeWheresMyCar
CarScript.OnEngineStart — Trader
CarScript.OnInput — FlipTransport
CarScript.OnUpdate T0 FlipTransport
CarScript.SetActions T2 FlipTransport
CarimMenuMap.LoadMapMarkers — PVEZ Reloaded
ContaminatedArea_Local.DeferredInit — Trader (cond)
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.Display3dMarkers — DudeWheresMyCar
DayZGame.FirearmEffects — Trader (cond)
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.HandleView — PVEZ Reloaded
DayZPlayerImplement.OnRPC T2 Trader
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — Trader (cond)
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 ✂
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
ExpansionMapMenu.Init — PVEZ Reloaded
ExpansionMapMenu.UpdateMarkers — PVEZ Reloaded
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
Grenade_Base.InitiateExplosion — Trader (cond)
Grenade_ChemGas.OnExplode — Trader (cond)
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
ItemBase.DamageItemInCargo — PVEZ Reloaded
ItemBase.EEOnDamageCalculated — PVEZ Reloaded
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnItemLocationChanged T2 PVEZ Reloaded
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
MapMenu.Init — PVEZ Reloaded
MenuTeleportManager.UpdateMapEx — PVEZ Reloaded
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — Trader
MissionBase.OnInit T3 Dabs Framework
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.HandleBody — Trader
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientNewEvent 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
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterHeavy — 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.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PlayerBase.CF_OnStoreLoad — DudeWheresMyCar
PlayerBase.CF_OnStoreSave — DudeWheresMyCar
PlayerBase.CanBeTargetedByAI — Trader (cond)
PlayerBase.CheckDeath — Ear-Plugs
PlayerBase.EEKilled T3 PVEZ Reloaded
PlayerBase.EEOnDamageCalculated — PVEZ Reloaded
PlayerBase.Expansion_IsInSafeZone — Trader (cond)
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnBleedingSourceRemoved — PVEZ Reloaded
PlayerBase.OnCommandUnconsciousFinish — Ear-Plugs
PlayerBase.OnCommandUnconsciousStart — Ear-Plugs
PlayerBase.OnPlayerLoaded — PVEZ Reloaded
PlayerBase.OnRPC T2 PVEZ Reloaded
PlayerBase.OnScheduledTick T1 PVEZ Reloaded
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.SetActions T2 Trader
PlayerBase.SetSuicide — Trader
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginTransmissionAgents.InjectAgentsWithPlayer — Trader (cond)
PluginTransmissionAgents.InjectAgentsWithPlayerCount — Trader (cond)
TerritoryFlag.SetRefresherActive — PVEZ Reloaded
TrapBase.StartActivate — Trader (cond)
VONManagerImplementation.HandleInput — Trader (cond)
VONManagerImplementation.SetInSafeZone — Trader ✂
VPPAdminHud.DefineButtons — FlipTransport
VPPMapMenu.DisplayClientMarkers — DudeWheresMyCar
WeaponManager.CanFire — Trader (cond)
Wreck_Mi8_Crashed.EEDelete T3 PVEZ Reloaded ✂
Wreck_UH1Y.EEDelete T3 PVEZ Reloaded ✂
Wrench.SetActions T2 FlipTransport
ZombieBase.EEOnDamageCalculated — PVEZ Reloaded
ZombieBase.EvaluateDeathAnimation — PVEZ Reloaded
ZombieBase.Init — PVEZ Reloaded
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

24 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.