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Stow That Weapon 3.1.0

(21 reviews)

5 Screenshots

 Stow That Weapon - Version 3.1.0


The Details

Bring immersion to your GTA V / LSPDFR experience with Stow That Weapon, a highly customizable RPH plugin that visually stores your long guns and shotguns on your character when they're not in use. Weapons are attached realistically to your player, complete with attachments, tint, and fully adjustable positioning to suit your preference. With full AI support, the same realistic stowing behavior can be applied to NPCs as well - making patrols and scenes feel even more authentic.

The Features

  • Automatic Weapon Stowing: Once you switch away from an accepted weapon, it's automatically placed on your character until needed again.

  • Customizable Weapon Positions: Fine-tune weapon placement with adjustable offsets and rotation to achieve the perfect fit on your character.

  • Customizable Weapon List: Define exactly which weapons should be stowed via configuration settings.

  • Live In-Game Settings Menu: Use the built-in menu (default key F5) to tweak most settings on the fly, including positioning offsets and rotation.

  • Attachment Support: Stowed weapons display their attachments and accessories, with optional support for addon components.

  • AI Support: Enable weapon stowing for AI peds, with separate customizable settings, including only enabling support for cops or all peds.

  • Quick Remove Key: A configurable hotkey lets you instantly remove the stowed weapon if needed.

  • Additional Customization: Don't like the stowed weapon clipping through your vehicle? Choose to hide it while driving. Don't like how the game activates the flashlight on your stowed weapon while using the flashlight on your equipped weapon? Disable the flashlight from showing. Want the AI to show a stowed weapon even if they haven't equipped it? Enable best weapon to show whatever their best accepted weapon is in their inventory.

Installation

Installation is as simple as dragging the contents of the zip file to your GTA V folder.

  • BackWeapon.dll and BackWeapon.pdb will end up in the plugins folder and RAGENativeUI.dll is in the main directory.

    • Please note if you already have RAGENativeUI installed, it is recommended to keep whichever is newer.

  • Load with RPH.

Notes and Resources

GTA V NOTE: Sometimes the GTA V folder gets set as read-only. This may prevent the plugin from writing to the ini file which would likely result in a crash. Please ensure your GTA V folder is not set to read-only before using this plugin.

MENU NOTE: Almost all settings can be changed by the menu except the accepted weapons and addon components lists, which must be manually edited within the BackWeapon.ini file. The ini file can be reloaded via the Reload ini File menu option. The only setting that requires the plugin to be reloaded is EnableAI. Changing this in game will not have an effect until the plugin is reloaded.

INI NOTE: The .ini file is not provided with the download and is instead generated if it does not exist on first load of the plugin. If it does exist, the plugin will check for missing values and add them.

ADDON COMPONENTS NOTE: AddonComponents in the ini file is to be used if you have any addon weapon components (all default weapon components are already accounted for), so that they show up on the stowed weapon. You add them using the name (i.e., COMPONENT_AT_AR_FLSH) and separate multiple values with a comma.

LIST OF DEFAULT WEAPON IDs: https://wiki.rage.mp/index.php?title=Weapons

 

KEYS REFERENCE: https://docs.microsoft.com/en-us/dotnet/api/system.windows.forms.keys?view=netframework-4.8

DEFAULT INI VALUES AND EXPLANATION:

 

[Main]
DeleteWeaponKey = Decimal  "The key for deleting the weapon off the player's back."
HideWhileInVehicle = true  "If true, the weapon will be invisible while the player is in a vehicle."
DisableFlashlight = false  "If true, the weapon will not show the flashlight component on the back of both the player and AI."
AcceptedWeapons = weapon_smg, weapon_pumpshotgun, weapon_pumpshotgun_mk2, weapon_carbinerifle, weapon_carbinerifle_mk2, weapon_specialcarbine, weapon_specialcarbine_mk2  "List of weapons that will show on the player's back."
OffsetPosition = 0.0,-0.17,-0.02  "Position of the weapon relative to the player's Spine3 bone."
Rotation = 0.0,165,0.0  "Rotation of the weapon for the player."
MenuKey = F5 "The key for opening the menu added with version 3.0.0"

[AI]
EnableAI = true  "If true, enables support for the AI."
EnableBestWeapon = true  "If true, the best weapon in the ped's inventory will show on their back if they have not yet equipped an accepted weapon."
CopsOnly = false "If true, will only show weapons on the back of cops. Otherwise, will work on all peds in the game."
HideWhileInVehicle = true  "If true, the weapon will be invisible while the ped is in a vehicle."
AcceptedWeapons = weapon_smg, weapon_pumpshotgun, weapon_pumpshotgun_mk2, weapon_carbinerifle, weapon_carbinerifle_mk2, weapon_specialcarbine, weapon_specialcarbine_mk2  "List of weapons that will show on the peds' backs."
OffsetPosition = 0.0,-0.17,-0.02  "Position of the weapon relative to the ped's Spine3 bone."
Rotation = 0.0,165,0.0  "Rotation of the weapon for AI."
  
[Advanced]
AddonComponents = None "Here you can add any addon weapon components you have installed so that they will show up on the stowed weapon. You need to use the name of component, ie COMPONENT_AT_AR_FLSH. Multiple entries should be separated by a comma."

What's New in Version 3.1.0

Released

January 10, 2026

  • Updated included RAGENativeUI.dll to latest

 

Version 3.1.0

  • Added an ini option for addon weapon components to be considered.

  • Made it possible to delete the weapon on back with the keybind while another accepted weapon is equipped.

  • Weapon model now loads prior to attaching to prevent crashes.

 

Version 3.0.0

  • Added menu to change most settings "live"

  • Configuration file (BackWeapon.ini) now generated automatically with default settings on first launch. Also adds any missing settings.

 

Spoiler

Version 2.0.*

  • Added support for AI

    • AI has its own list of accepted weapons, offset position, and rotation. AI can be set to only work on cops or on every ped, and can be set to show the best weapon in the ped's inventory even if they have not yet equipped a weapon in their hands.

  • Additional internal changes

  • Version 2.0.1 adds additional changes internally and more logging.

  • Version 2.0.2 fixes a crash when loading the plugin at startup.

  • Version 2.0.3 decreases the performance impact of enabling AI. (should have more FPS)

  • Version 2.0.4 adds an exception to animals in the AI loop.

  • Version 2.0.5:

    • Added luxury finishes (these are considered "components" which I check for individually on each weapon. Please let me know if any more components are missing, thanks!)

    • Adjusted existence checks to prevent crashes

    • Other internal changes

 

Version 1.4.0

  • Added option to delete the weapon from your back on the fly with the press of a key (new ini option: DeleteWeaponKey)

 

Version 1.3.0

  • Added option to disable the flashlight on the weapon on back since it activates if you use the flashlight on your equipped weapon (new ini option: DisableFlashlight)

 

Version 1.2.1

  • Adjusted code for hiding weapon

 

Version 1.2.0

  • Added option to hide weapon on back while in a vehicle (new ini option: HideWhileInVehicle)

 

Version 1.1.0

  • Added a check if weapon was removed from inventory

 

Version 1.0.0

  • Initial release

 


Short Description

Dynamic weapon stowing with full customization and AI support.

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description

User Feedback

Recommended Comments

alrightdude

Members

(edited)

56 minutes ago, OfficerBenzo said:



Didn't see any text like above.  I will attach the bottom of my Rage Log.bottom of rage log.txt

Try to set "Cops Only" to False. That should "fix" it.

Edited by NeuerTypHier

  • Management Team
3 hours ago, OfficerBenzo said:

Didn't see any text like above.  I will attach the bottom of my Rage Log.bottom of rage log.txt

 

2 hours ago, NeuerTypHier said:

Try to set "Cops Only" to False. That should "fix" it.

 

This would fix it if for some reason the cops do not have the relationship group "cop" or you are trying to get it to work on non-cop peds

Venoxity

Members

Hey, so when having a weapon on your back and then going on duty. it causes BackWeapon to crash

 

Spoiler

[11/30/2023 2:42:54 AM.957] BackWeapon: 
[11/30/2023 2:42:54 AM.957] BackWeapon: ==============================
[11/30/2023 2:42:54 AM.957] BackWeapon: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[11/30/2023 2:42:54 AM.957] BackWeapon: ------------------------------
[11/30/2023 2:42:54 AM.957] BackWeapon: Origin: Game fiber "<UNNAMED THREAD>".
[11/30/2023 2:42:54 AM.957] BackWeapon: ------------------------------
[11/30/2023 2:42:54 AM.957] BackWeapon: Exception type: Rage.Exceptions.InvalidHandleableException
[11/30/2023 2:42:54 AM.957] BackWeapon: Exception message: Operation is not valid because the specified  Rage.PedInventory is invalid.
[11/30/2023 2:42:54 AM.957] BackWeapon: ------------------------------
[11/30/2023 2:42:54 AM.957] BackWeapon: Inner exceptions:
[11/30/2023 2:42:54 AM.957] BackWeapon: ------------------------------
[11/30/2023 2:42:54 AM.957] BackWeapon: Stack trace:
[11/30/2023 2:42:54 AM.957] BackWeapon: at Rage.PedInventory.get_Weapons()
[11/30/2023 2:42:54 AM.957] at BackWeapon.BackWeapon.CheckInventory(Weapon weaponOnBack, Ped ped) in C:\Users\Will\OneDrive\Documents\GTA V Mods\me mod\BackWeapon\BackWeapon\BackWeapon\BackWeapon.cs:line 263
[11/30/2023 2:42:54 AM.957] at BackWeapon.BackWeapon.PlayerLoop() in C:\Users\Will\OneDrive\Documents\GTA V Mods\me mod\BackWeapon\BackWeapon\BackWeapon\BackWeapon.cs:line 41
[11/30/2023 2:42:54 AM.957] at Rage.GameFiber.Main()
[11/30/2023 2:42:54 AM.957] BackWeapon: ==============================
[11/30/2023 2:42:54 AM.957] BackWeapon: 

 

HasiqTR

Members

Very good mod!

krainer1

Members

что делать, если у меня нет ini файла после установки по инструкции, не могу открыть меню на F5

 

  • Management Team
11 hours ago, krainer1 said:

что делать, если у меня нет ini файла после установки по инструкции, не могу открыть меню на F5

 

You need to load the plugin in order to generate the ini file. 

krainer1

Members

What if after I write LoadPlugin BackWeapon.dll the plugin crashes immediately. What should I do?

 

  • Management Team

Send RagePluginHook.log please

uragan

Members

Hey, i love the mod but every time i use the CleanWorld command the plugin crashes, will this be fixed?

 

  • Management Team
On 2/11/2024 at 1:24 PM, Koyshira said:

Every time I unequip a weapon that is in the list it crashes because Rage.Weapon is invalid

 

RagePluginHook_11022024_180848.log 73.5 kB · 4 downloads

 

If I have time I'll try to remember to take a look and see why this is happening.

 

9 minutes ago, uragan said:

Hey, i love the mod but every time i use the CleanWorld command the plugin crashes, will this be fixed?

 

 

Kind of an odd case since CleanWorld is intentionally and forcefully removing things that I wouldn't expect to be removed.

 

I'm guessing both of these issues are because of the way the player loop works, which is written completely different from the AI loop and probably could use some more validity checks (edit: or rewrite...)

Alleyyy

Members

Why doesn't this file have the ini?

  • Management Team
4 hours ago, Alleyyy said:

Why doesn't this file have the ini?

 

It is created when you launch the mod. This prevents you from overwriting your custom ini file if you reinstall or update it. Most settings can be changed in game using the menu and you can manually edit the ini once it is generated.

andyfy

Members

The bro mod is really very cool, but my gun immediately disappears with any movement to the left or right Help!!!

 

BlueLine Vibes

Members

On 6/14/2024 at 10:52 AM, NeuerTypHier said:

Something great would be to have the option to stow multiple long guns on your character, all with different cords of course.


Why stop there,  make it 10 long guns strapped with Duck Tape and a Katana for good measure

ARVE

Members

My files dont wor and if i open the file where i can change the keys, there is no menukey in the file. Could someone post a maybe older file so i could download it?

Kioshkio

Members

Doesnt work for me, i dont have an ini file

 

  • Management Team
3 hours ago, Kioshkio said:

Doesnt work for me, i dont have an ini file

 

 

On 3/6/2024 at 12:13 PM, Will said:

 

It is created when you launch the mod. This prevents you from overwriting your custom ini file if you reinstall or update it. Most settings can be changed in game using the menu and you can manually edit the ini once it is generated.

 

Wehrmachgt

Members

Did the mod update? It doesn't work.

Launched multiple times, weapons dont show on back and i can't open the menu (pressed all my F keys)
No .ini file too.
I'm on 3095, though i played with this plugin a few months ago on the same version and it worked well.

wrxpy

Members

Is there a version for FiveM?

idk0000

Members

Im having a problem adding the DDM4V7 from Thin Line Sanctuary would i have to add it under addon components or on accepted weapons ? every time i load in the plugin crashes 

  • Management Team
12 hours ago, idk0000 said:

Im having a problem adding the DDM4V7 from Thin Line Sanctuary would i have to add it under addon components or on accepted weapons ? every time i load in the plugin crashes 

 

You would add the weapon itself to accepted weapons and any addon components (scopes, grips, etc) to addon components. 

idk0000

Members

2 hours ago, Will said:

 

You would add the weapon itself to accepted weapons and any addon components (scopes, grips, etc) to addon components. 

thank you for the response i re installed the plugin looks like i had deleted something within the file it works now appreciate the help

(edited)

Could contain: text, sky, screenshot, person, military uniform, military person, outdoor

 

 

Can't seem to get the attachments to show on the AI when I spawn a partner through ultimate backup (the flashlights there by default), checked in all the UB ini's and there's no setting for partner attachments. I can call the backup units through UB and then just recruit them so they have the attachments specified in my DefaultRegions but it would be a bit less tedious if I could just get this to work for me.

 

(Maybe this is just a UB limitation/issue?)

I'm using carbinerifle_mk2 and these are the correct attachment names. 

Could contain: text, screenshot, font

Edited by WatchBuddyWhenHeGetUp

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