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Stow That Weapon 3.1.1.37707

(21 reviews)

6 Screenshots

 Stow That Weapon - Version 3.1.1


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]
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."

[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 = true "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."

[Keybindings]
DeleteWeaponKey = Decimal  "The key for deleting the weapon off the player's back."
MenuKey = F5 "The key for opening the menu added with version 3.0.0"
GunDown = Down "Keys for moving the weapon when customizing position"
GunUp = Up
GunLeft = Left
GunRight = Right
GunRollLeft = NumPad4
GunRollRight = NumPad6
GunForward = NumPad8
GunBackward = NumPad2
GunYawLeft = NumPad7
GunYawRight = NumPad9
GunPitchLeft = NumPad1
GunPitchRight = NumPad3

What's New in Version 3.1.1.37707

Released

Version 3.1.1

  • Addressed an issue when changing weapons while aiming (@vehlaw)

  • Moved existing key bindings to new ini section (existing ini files will be updated automatically)

  • Added new key bindings for adjusting the weapon (@sPo0keY)

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

  • Management Team

I think I figured it out.

When swapping weapons while aiming, the game does not seem to always register the task for swapping weapons, or there's some timing issue between me checking for it and the game running it. My code does not execute while the character is actively swapping weapons in order to prevent timing issues with the weapon change. Because the task isn't being detected, the weapon swap is effectively taking place simultaneously with my checks, and things get wonky.

It took me multiple iterations to figure out the best way to fix this, but ultimately I realized that when this happens, the current EquippedWeaponObject becomes invalid in the middle of one of my while loops, so just breaking that loop when it does seems to fix the issue.

I'll release an update shortly. For now, thanks for reading, and thanks for reporting the issue.

Luna Olson

Members

Thank you for fixing that issue with the weapon changing

Lepoisson

Members

Hello, I just wanted to point out that the assembly version of your plugin is: 3.1.1.37707 instead of: 3.1.1.0

  • Management Team
39 minutes ago, Lepoisson said:

Hello, I just wanted to point out that the assembly version of your plugin is: 3.1.1.37707 instead of: 3.1.1.0

The 37707 is an automatic revision number that is calculated by the number of seconds since midnight divided by 2 at the time of build.

I didn't think it necessary to include this on the file page.

Lepoisson

Members

21 minutes ago, Will said:

The 37707 is an automatic revision number that is calculated by the number of seconds since midnight divided by 2 at the time of build.

I didn't think it necessary to include this on the file page.

I wasn’t talking about including it on the mod page. It’s just that if the website version doesn’t match the assembly version, then it’s impossible for LH bots to know that the plugin is up to date.

  • Management Team
3 hours ago, Lepoisson said:

I wasn’t talking about including it on the mod page. It’s just that if the website version doesn’t match the assembly version, then it’s impossible for LH bots to know that the plugin is up to date.

I don't log the version anywhere in the log file so I'm not sure how log reading bots would know whether it's up to date or not anyway.

I updated the version number in any case.

Michael21107

Insiders

34 minutes ago, Will said:

I don't log the version anywhere in the log file so I'm not sure how log reading bots would know whether it's up to date or not anyway.

I updated the version number in any case.

For now, RPH plugins can't be checked for versions, but people can manually compare the versions via Windows Explorer. Also helps in the case that RPH or an external plugin ever allows logging of RPH plugins' versions (uniformly).

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