← modperf

Stack composer

Started from Scar Horizon Stalker Hard RP: the 29 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 Dabs Framework
  3. 3 Code Lock
  4. 4 SNAFU Weapons
  5. 5 MMG - Mightys Military Gear
  6. 6 Underground Bases
  7. 7 Building Fortifications
  8. 8 Scar Horizon Clothing not analyzed
  9. 9 Scar Horizon C.E.Z not analyzed
  10. 10 Scar Horizon Core not analyzed
  11. 11 Scar Horizon Vehicle not analyzed
  12. 12 CJ187-MoreMoney
  13. 13 RF not analyzed
  14. 14 RF GARAGE not analyzed
  15. 15 Scar Horizon Building not analyzed
  16. 16 DayZ-Raven
  17. 17 Area Of Decay Building
  18. 18 Forward Operator Gear
  19. 19 SFP
  20. 20 SFP_anim_system
  21. 21 STALKER: DayZone | Map Public not analyzed
  22. 22 Ukrainian Project Clothes not analyzed
  23. 23 TGK WeaponPack not analyzed
  24. 24 TalkingNPC
  25. 25 SR TACTICAL CLOTHES not analyzed
  26. 26 STALKER NewHorizon Objects (Legacy)
  27. 27 DayZ Editor Loader
  28. 28 Adidas Pants | Tracksuit not analyzed
  29. 29 Ear-Plugs
Edit as text

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

12 of 29 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
1 conflict

Across 33 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

4.021 ms per second, all 17 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.

The one pair#

Building FortificationssilencesCode Lock1 method
ActionDismantlePart.DismantleCondition check Code Lock's conditions on this check no longer apply. BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionDismantlePart.c:4
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.

DayZGame.OnRPC
per event
Building Fortifications then Dabs Framework then CF sometimes stops here then vanilla
Hacksaw.SetActions
per event
Building Fortifications then Underground Bases then Code Lock then vanilla
PlayerBase.OnRPC
per event
SFP_anim_system then SFP sometimes stops here then Underground Bases then vanilla
CodeLock.SetActions
per event
Building Fortifications then Underground Bases then vanilla
PlayerBase.OnVariablesSynchronized
per event
SFP_anim_system then SFP then vanilla
PlayerBase.SetActions
per event
SFP_anim_system then MMG - Mightys Military Gear 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.

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
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 33 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)
ActionDismantlePart.DismantleCondition — vanilla → Code Lock (cond) → Building Fortifications ✂
ActionConstructor.RegisterActions — vanilla → Dabs Framework → Code Lock → SNAFU Weapons → MMG - Mightys Military Gear → Underground Bases → Building Fortifications → Forward Operator Gear → SFP → SFP_anim_system → STALKER NewHorizon Objects (Legacy)
MissionServer.OnInit T3 vanilla → CF → Underground Bases → Building Fortifications → SFP → SFP_anim_system
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → SNAFU Weapons → CJ187-MoreMoney → Forward Operator Gear → SFP
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → MMG - Mightys Military Gear → CJ187-MoreMoney → Forward Operator Gear → SFP
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → Code Lock → Building Fortifications
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → Building Fortifications
Hacksaw.SetActions T2 vanilla → Code Lock → Underground Bases → Building Fortifications
MissionServer.OnClientReadyEvent T3 vanilla → CF → SFP → SFP_anim_system
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → DayZ Editor Loader
PlayerBase.OnRPC T2 vanilla → Underground Bases → SFP (cond) → SFP_anim_system
PluginManager.Init — vanilla → Dabs Framework → Code Lock → SFP
CodeLock.SetActions T2 vanilla → Underground Bases → Building Fortifications
DayZGame.OnEvent — vanilla → CF → Dabs Framework
EmoteConstructor.RegisterEmotes — vanilla → Dabs Framework → SFP_anim_system
GesturesMenu.GetGestureItems — vanilla → Dabs Framework → SFP_anim_system
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnEvent — vanilla → CF → Underground Bases
MissionServer.OnMissionFinish T3 vanilla → CF → SFP
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → Building Fortifications
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → SNAFU Weapons
PlayerBase.EEDelete T3 vanilla → SFP → SFP_anim_system
PlayerBase.EEKilled T3 vanilla → SFP → SFP_anim_system
PlayerBase.Init — vanilla → SFP → SFP_anim_system
PlayerBase.ModCommandHandlerAfter — vanilla → SFP → SFP_anim_system
PlayerBase.OnCommandHandlerTick — vanilla → SFP → SFP_anim_system
PlayerBase.OnVariablesSynchronized T2 vanilla → SFP → SFP_anim_system
PlayerBase.SetActions T2 vanilla → MMG - Mightys Military Gear → SFP_anim_system
PlayerPreview.UpdateInterval — vanilla → Forward Operator Gear → SFP_anim_system
PluginRecipesManagerBase.RegisterRecipies — vanilla → SNAFU Weapons → Forward Operator Gear
231 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
ACOGOptic.CanPutAsAttachment — SNAFU Weapons
ActionBuildPart.ActionCondition T2 Underground Bases (cond)
ActionBuildPart.Can — Underground Bases
ActionCheckPulse.ActionCondition T2 TalkingNPC (cond)
ActionCloseFence.ActionCondition T2 Code Lock
ActionCraftBolts.InitCuttingTypes — SNAFU Weapons
ActionDialCombinationLockOnTarget.ActionCondition T2 Building Fortifications (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — Building Fortifications ✂
ActionDigWorms.ActionCondition T2 Underground Bases (cond)
ActionManagerBase.ActionPossibilityCheck — SFP_anim_system (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 Building Fortifications ✂
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
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)
ActionToggleTentOpen.ActionCondition T2 Code Lock
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
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
BleedingSourcesManagerServer.ProcessHit — SFP (cond)
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
Bottle_Base.SetActions T2 SFP
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
ButtstockBase.IsButtstock — SNAFU Weapons ✂
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
ChemlightLight.OnFrameLightSource — Underground Bases
CombinationLock.IsLockAttached — Building Fortifications (cond)
CombinationLock.IsLockedOnGate — Building Fortifications (cond)
CombinationLock.UnlockOnServer — Building Fortifications (cond)
Construction.HasMaterials — Building Fortifications (cond)
Construction.ReceiveMaterialsServer — Building Fortifications (cond)
Construction.TakeMaterialsServer — Building Fortifications (cond)
ContinuousDefaultActionInput.UpdatePossibleActions — SFP_anim_system (cond)
CreditsLoader.GetData — CF ✂
DayZAnimalCommandDeathModdable.PreAnimUpdate — DayZ-Raven (cond)
DayZAnimalCommandLookAtModdable.PreAnimUpdate — DayZ-Raven
DayZAnimalCommandMoveModdable.PreAnimUpdate — DayZ-Raven
DayZGame.CreateDefaultPlayer — SFP ✂
DayZGame.CreateRandomPlayer — SFP ✂
DayZGame.DeferredInit — CF
DayZGame.ListAvailableCharacters — SFP
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementFallDamage.HandleFallDamage — SFP (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 ✂
DefaultActionInput.UpdatePossibleActions — SFP_anim_system (cond)
DigitalCodeLock.CanDetachCodeLock — Underground Bases (cond)
DigitalCodeLock.IsPlayerOnBackside — Underground Bases (cond)
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
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)
Environment.GetTemperatureHeightCorrection — Underground Bases (cond)
ExpansionCodeLock.UpdateVisuals_Deferred — Building Fortifications
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
FieldShovel.SetActions T2 Underground Bases
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.Init — SFP_anim_system
GesturesMenu.OnClick — SFP_anim_system (cond)
GesturesMenu.OnMenuRelease — Dabs Framework
GesturesMenu.ProcessEmoteConditionRequest — SFP_anim_system (cond)
GesturesMenu.Update — SFP_anim_system
GesturesMenu.UpdateQuickbarItemCard — SFP_anim_system
HDSN_DestructionManager.GetWallType — Building Fortifications
Hammer.SetActions T2 Underground Bases
HandEventDrop.CanPerformEventEx — Underground Bases
HandEventDrop.CheckRequestEx — Underground Bases
Hatchet.SetActions T2 Underground Bases
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — Underground Bases (cond)
Hologram.GetProjectionEntityPosition — Underground Bases
HuntingOptic.CanPutAsAttachment — SNAFU Weapons
Icon.DropReceivedFromMain — SFP_anim_system (cond)
ImprovisedSuppressor.CanPutAsAttachment — SNAFU Weapons
ItemActionsWidget.SetWeaponQuantity — SNAFU Weapons
ItemBase.CanPutInCargo T2 Forward Operator Gear ✂
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.EOnContact — SFP
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.InitItemSounds — SFP
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
KeybindingsMenu.InitInputSortingMap — SFP_anim_system
M4_T3NRDSOptic.CanPutAsAttachment — SNAFU Weapons
M68Optic.CanPutAsAttachment — SNAFU Weapons
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — SFP (cond)
MissionBase.OnInit T3 Dabs Framework
MissionBase.UpdateDummyScheduler — SFP
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.CreateCharacter T3 SFP
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnUpdate T0 CF
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 ✂
ModifiersManager.Init — SFP
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OpenCan.Init — SNAFU Weapons
PPERequesterRegistrations.RegisterAdditionalRequesters — SFP
PlayerBase.CameraHandler — SFP_anim_system (cond)
PlayerBase.CanBeTargetedByAI — SFP (cond)
PlayerBase.CanConsumeStamina — SFP (cond)
PlayerBase.CanJump — SFP
PlayerBase.CanReceiveAttachment T2 Forward Operator Gear (cond)
PlayerBase.CanSprint — SFP (cond)
PlayerBase.CheckDeath — Ear-Plugs
PlayerBase.CommandHandler T1 SFP
PlayerBase.DepleteStamina — SFP (cond)
PlayerBase.DepleteStaminaEx — SFP (cond)
PlayerBase.DropEntityImpl — Underground Bases
PlayerBase.EEHitBy T2 SFP
PlayerBase.EEItemAttached T2 Forward Operator Gear
PlayerBase.EEItemDetached T2 Forward Operator Gear
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.GetWeightSpecialized — SFP
PlayerBase.ModCommandHandlerInside — SFP_anim_system (cond)
PlayerBase.OnCommandUnconsciousFinish — Ear-Plugs
PlayerBase.OnCommandUnconsciousStart — Ear-Plugs
PlayerBase.OnJumpStart — SFP
PlayerBase.OnPhysMove — SFP_anim_system
PlayerBase.OnScheduledTick T1 SFP
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStepEvent — SFP
PlayerBase.OnStoreLoad T3 SFP
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnStoreSave T3 SFP
PlayerBase.OnUnconsciousStart — SFP_anim_system
PlayerBase.PhysicalPredictiveDropItem — SFP_anim_system (cond)
PlayerBase.ProcessFeetDamageServer — SFP (cond)
PlayerBase.ProcessWeaponEvent — SFP_anim_system (cond)
PlayerBase.SwitchItemSelectionTexture — Forward Operator Gear
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginRecipesManager.RegisterRecipies — Building Fortifications
PortableGasLampLight.OnFrameLightSource — Underground Bases
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)
ReflexOptic.CanPutAsAttachment — SNAFU Weapons
Shovel.SetActions T2 Underground Bases
SledgeHammer.SetActions T2 Building Fortifications
StaminaHandler.Init — SFP
StaminaHandler.RecalculateStaminaCap — SFP
StaminaHandler.SetDepletionMultiplier — SFP
StaminaHandler.SetRecoveryMultiplier — SFP
StaminaHandler.StaminaProcessor_Move — SFP
StaminaHandler.Update — SFP
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
TorchLight.OnFrameLightSource — Underground Bases
UniversalLight.CanPutAsAttachment — SNAFU Weapons (cond)
UniversalLight.InitAttachmentsSlotsToCheck — SNAFU Weapons
WorldData.GetBaseEnvTemperatureAtPosition — Underground Bases (cond)
ZombieBase.EEDelete T3 SFP
ZombieBase.EEHitBy T2 SFP
ZombieBase.OnRPC T2 SFP
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

25 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.