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9 Screenshots

Gunsmith – Station Armory

A gunsmith bench at every LSPDFR police station.

Walk into the armory, press E, and the camera swings in on your gun. Pick attachments from cards that point to where each part mounts, see a part on the gun before you fit it, check what it does to your stats, and save the build. It goes back on your gun every time you're issued it.

Gunsmith Showcase

Inspired by the gunsmith Hootro built for Circuit, seen on Chadoy’s FiveM streams – rebuilt from scratch for single player, then turned into a whole armory.

What you get

  • A bench at every station – blue gun icon on the map. Walk in, press E.

  • Attachments done right – cards with a line to each mount point. Hover to preview, click to fit, right-click to strip.

  • Stats – see what every part changes before you commit.

  • Saved builds – they go back on automatically, even on LSPDFR's duty loadout.

  • The locker – sign department weapons out and hand them back.

  • Loadouts + 7 department kits – LSPD Patrol, BCSO Deputy, SAHP Trooper, SWAT, NOOSE, Detective and Park Ranger. Set OnDuty = Auto and you get your agency's kit when you go on duty.

  • Test fire – paper targets, every hit marked, your group size in centimetres, and a zero for your optic.

  • Qualification – a timed, scored course of fire. Pass it and you're qualified on that gun for 90 days.

  • The armory book – serial numbers, rounds fired on patrol, cleaning reminders, discharge reports and an end-of-watch summary.

  • And more – showcase mode for screenshots, engraving, build codes you can share, department standards, and full controller support.

  • Optional extras – rank-locked weapons and parts, and jams on dirty guns. Both are off until you switch them on.

Every gun, every attachment

Vanilla GTA only lets each gun take a couple of attachments. The download includes the Attachment Unlock: double-click it, install the file it makes with OpenIV, and every gun takes every attachment – a carbine goes from 1 optic to 20. It's built from your own game files, so your other mods stay intact, and there's a one-click undo.

Want new models too? Folder 3 sets up Evandrotorquato's Warzone Attachments Pack so 13 of its scopes, suppressors and grips work together, with their real names on the bench. A helper file picks the right files for you. The pack isn't included – get it from its page.

New in 1.1

Updating keeps everything. The download is now just the two Gunsmith files – your settings, rank rules, department standards, loadouts, saved builds and the armory book are all made by the mod as it runs, so they aren't in the download and an update can't land on top of them. Drag the plugins folder in, say yes to replacing, and carry on with everything you had.

  • Addon weapons that didn't show up at the bench now tell you why. The locker will hand you anything on its list; the bench only lists weapons it can find attachments for. Those are different rules, and nothing said so – so an addon rifle could be signed out, turn up in your weapon wheel, and then simply not be there. It now writes the reason for each one into the log, and it no longer tells you that you aren't carrying a firearm while you're holding one. (Reported by evvybwoy with a DDM4V7.)

  • A crash can't take the armory book with it. The ledger, your builds, loadouts and armory locations used to be written straight over themselves. If the game went down mid-write – and it's GTA – the file was left empty or half-finished, and months of serials, round counts, zeroes and qualifications were gone. They're now written alongside and swapped in, with the last good copy kept as a backup that gets used if the main file ever won't read.

  • Shift inspection, off until you want it. A supervisor looks over your weapons at the start of watch and tells you what's wrong with them: a lapsed qualification, anything overdue a clean, a build that isn't to issue spec, an optic that was never zeroed. It never stops you going on duty. Turn it on with ShiftInspection = true under [Department].

Install – 3 steps

  1. Open folder 1 in the download and drag the plugins folder into your GTA V folder.

  2. In RAGE Plugin Hook: Settings → Plugins → tick Gunsmith → save.

  3. Load in, walk into the marker at a police station, and press E.

READ ME FIRST.txt walks you through it, with a picture of how your folder should look. MANUAL.txt covers every button and setting.

Already have 1.0? Exactly the same – drag it in over the top. Nothing you've set up or built is touched.

Rather watch it done? Start to finish, including the Attachment Unlock and the Warzone pack:

Gunsmith install tutorial

Requirements

  • RAGE Plugin Hook

  • LSPDFR 0.4.9 – recommended, not required

  • That's it: no ScriptHookV, no RAGENativeUI

Playing with other mods

StopThePed – turn off its realistic weapon system. That feature takes over the player's weapons, so it and Gunsmith end up fighting over your gun. With it off, the two run together fine.

Anything else that hands out or takes away your weapons can do the same. Gunsmith waits a few seconds after you spawn before it refits a saved build, so it stays out of the way of your duty loadout – but a mod that keeps rewriting your inventory will win.

Controls

E open the bench · Drag turn the gun · Wheel zoom · Tab weapons · I showcase · N engrave · Ctrl+C / Ctrl+V share a build · Esc close. Works on a controller too.

Addon weapons

Yes, they work – with their real names and their own attachments, not just vanilla ones. Gunsmith reads the game's own weapon tables rather than a list I typed out, so anything registered the normal way gets picked up. Compatibility is asked of the game too, never guessed: there's no “this scope fits this rifle” list anywhere in it.

If an addon doesn't appear at the bench, check RagePluginHook.log – since 1.1 it says which weapon it left out and why.

Bugs and ideas

Post them in the comments. If something breaks, include the Gunsmith lines from RagePluginHook.log (it's in your GTA V folder). Every fix in 1.1 came from somebody posting one.

Thanks to Hootro, who built the Circuit gunsmith this took its inspiration from, and to Chadoy for the streams where I saw it. Thanks also to Evandrotorquato for the Warzone Attachments Pack, and to the RAGE Plugin Hook, LSPDFR and OpenIV teams.

Edited by Rely

What's New in Version 1.1

Released

Pasted content

GUNSMITH - CHANGELOG

========================================================================

1.1 -

------------------------------------------------------------------------

FIXED - an addon weapon could vanish between the locker and the bench

- The locker will hand you anything on its list. The bench only shows

weapons it can actually find attachments for. Those are different

rules, and nothing anywhere said so - so you could sign an addon

rifle out of the locker, watch it land in your weapon wheel, walk to

the bench, and simply not find it there.

- The bench now says why, for every weapon it leaves out, in the log:

bench: not showing <weapon> - its weapon group is not one the

bench recognises

bench: not showing <weapon> - the game reports no attachments and

no tints for it

Once per weapon, so carrying it around doesn't fill the log.

- And it no longer tells you "you're not carrying any firearms to work

on" while you are holding one. Carrying nothing and carrying

something it can't work on are different problems and now read

differently.

(Reported by evvybwoy with a DDM4V7 - thank you.)

UPDATING KEEPS EVERYTHING YOU HAD

- The download now contains only the two Gunsmith .dll files. Before,

it also carried Gunsmith.ini, Access.ini, Standards.ini and

Parts.ini - so dragging the plugins folder in over an older install

and answering "replace" wiped your settings, your rank rules, your

department standards, and the attachment names the Warzone pack

setup had written.

- Every one of those files is made by the mod on its first run, so

there is now nothing in the package that can land on top of one.

Your loadouts, saved builds, armory book and armory locations were

never in the download and were never at risk.

FIXED - a crash could take your armory book with it

- Ledger.xml, Builds.xml, Loadouts.xml and Armories.xml were each

written straight over themselves. That is fine until the write

doesn't finish - and this is GTA V with a stack of plugins in it.

The window was small; the loss was everything. An empty Ledger.xml

is not a ledger, it's months of serials, round counts, zeroes and

qualifications gone.

- They're now written alongside and swapped in, so the file on disk

is always either the old one or the new one, never half of either.

- Each save keeps the previous copy as a .bak. If the main file ever

does turn up unreadable, it comes back from that instead of leaving

you with nothing - and the unreadable one is kept as .broken rather

than thrown away.

- Deleting one of these files yourself still means what it says. The

backup is only used for a file that IS there and won't parse.

FIXED - smaller things

- Checking a weapon out of the locker now checks your rank and the

station's stock itself, instead of trusting the menu to have done

it.

- The group ring on the range can't go to a NaN position if it's

asked to average no hits.

NEW, OFF BY DEFAULT - shift inspection

- A supervisor looks over your weapons at the start of a shift and

tells you what is wrong with them: a lapsed qualification, anything

overdue a clean, a build that isn't to issue spec, an optic that was

never zeroed. All of it was already in the armory book and nothing

had ever read it back to you.

- It never stops you going on duty. It tells you, writes it in the

book, and lets you decide.

- Off until you turn it on: [Department] ShiftInspection = true


Short Description

A gunsmith bench at every police station: fit attachments, save builds, issue department kits, test fire and qualify.

AI disclosure

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

  • Description
  • Images
  • Mod and Mod Content (Substantial)

Built with an AI assistant (Claude). The mod is my idea and my direction: I decided what it should do, tested every build in game, and chose what shipped. The assistant wrote the C# plugin code, the read me, and this page's text, and edited my screenshots with a script it wrote (removing another mod's menu that was open while I captured, and adding captions). Nothing in the download is AI-generated artwork, audio or voices. The in-game interface is drawn by the plugin's own code, and the screenshots and banner are real in-game captures that were cleaned up and captioned.

User Feedback

Recommended Comments

Hootro

Members

Hey man Circuit Developer here.

Thank you for the Credits, really loved making this myself and I am glad you made something from it!

mahamlyrics

Members

This seems like a very intricate mod so what I'm going to ask may not be possible but Could we have a ini to create our own gunsmith locations given that alot of us use Custom Police stations instead of Vanilla ones.

Rely

Members Author

36 minutes ago, Hootro said:

Hey man Circuit Developer here.

Thank you for the Credits, really loved making this myself and I am glad you made something from it!

Yooo, Hootro, didn't expect the actual developer show up. Adding you to the credits right now. Absolutely loved it on stream, and I wanted to see whether the idea could work in single player. The concept is yours and it deserves the name on it. Really appreciate you being cool about it.

Hootro

Members

Just now, Rely said:

Yooo, Hootro, didn't expect the actual developer show up. Adding you to the credits right now. Absolutely loved it on stream, and I wanted to see whether the idea could work in single player. The concept is yours and it deserves the name on it. Really appreciate you being cool about it.

No worries at all my man! Love the unique touches you made to it!

Looks sick brother well done

Rely

Members Author

1 hour ago, mahamlyrics said:

This seems like a very intricate mod so what I'm going to ask may not be possible but Could we have a ini to create our own gunsmith locations given that alot of us use Custom Police stations instead of Vanilla ones.

Yeah you can already do this!

Easiest way - stand exactly where you want the bench, hit F4 to open the

RAGE Plugin Hook console, and type:

GunsmithAddArmory

That drops the spot straight into Plugins\Gunsmith\Armories.xml with your

position and the way you're facing. Do that at each of your stations and

you're done.

Or just edit the file yourself, it's a plain list:

<Armory Name="My Station" X="450.07" Y="-993.06" Z="30.00" Heading="320.0" />

Heading is the way you face while using the bench. You can also stick

Stock="WEAPON_CARBINERIFLE, WEAPON_PISTOL" on any entry if you want that

station to only keep a few things in its locker.

And if you've swapped out the vanilla stations, just delete the default

lines - they're pointing at buildings you don't have any more.

Let me know if you get stuck!

RWieber79

Members

Does this work with addon weapons as well or just vanilla weapons? For Example the TLS DDM4V7 Rifle?

Rely

Members Author

12 minutes ago, RWieber79 said:

Does this work with addon weapons as well or just vanilla weapons? For Example the TLS DDM4V7 Rifle?

It works great with both. The weapon in the first 2 pics is an addon weapon.

RWieber79

Members

36 minutes ago, Rely said:

It works great with both. The weapon in the first 2 pics is an addon weapon.

Awesome thanks, I thought it might have been but didnt know if it was a replace or an addon. I will def be giving this a try!

mahamlyrics

Members

3 hours ago, Rely said:

Yeah you can already do this!

Easiest way - stand exactly where you want the bench, hit F4 to open the

RAGE Plugin Hook console, and type:

GunsmithAddArmory

That drops the spot straight into Plugins\Gunsmith\Armories.xml with your

position and the way you're facing. Do that at each of your stations and

you're done.

Or just edit the file yourself, it's a plain list:

<Armory Name="My Station" X="450.07" Y="-993.06" Z="30.00" Heading="320.0" />

Heading is the way you face while using the bench. You can also stick

Stock="WEAPON_CARBINERIFLE, WEAPON_PISTOL" on any entry if you want that

station to only keep a few things in its locker.

And if you've swapped out the vanilla stations, just delete the default

lines - they're pointing at buildings you don't have any more.

Let me know if you get stuck!

DUDE you are a LEGEND!

nova2727

Members

Amazing mod this reminds me of swat where you check your weapons before tactical training.this is staying in my game permanently

Rely

Members Author

3 hours ago, RWieber79 said:

Awesome thanks, I thought it might have been but didnt know if it was a replace or an addon. I will def be giving this a try!

Be sure to leave suggestions or feedback.Enjoy!!!

2 hours ago, mahamlyrics said:

DUDE you are a LEGEND!

Thanks bro took a lot of playtesting lol! Enjoy!!!

51 minutes ago, nova2727 said:

Amazing mod this reminds me of swat where you check your weapons before tactical training.this is staying in my game permanently

Appreciate it!! I have been lspdfr for 4 years and I have never head of that mod. Sounds dope.

bradson

Members

(edited)

Hello!

Recently tried the plugin, installation was long and kinda problematic but i did it.

When i tried to equip loadouts or create my own ones - nothing worked. Even after multiple times my own weapons were not refilling with ammo or even appeearing in my inventory. Thats the main issue for me

Edited by bradson

Rely

Members Author

5 hours ago, bradson said:

Hello!

Recently tried the plugin, installation was long and kinda problematic but i did it.

When i tried to equip loadouts or create my own ones - nothing worked. Even after multiple times my own weapons were not refilling with ammo or even appeearing in my inventory. Thats the main issue for me

I’ll make a tutorial.Its supposed to be easy.Perhaps I didn’t explain it right.

bradson

Members

(edited)

Alright man. Would love to see a tutorial on how to properly do allat, anyways i think your plugin is amazing and has a potential. Keep up the good work!

Edited by bradson

iCrazyOfficial

Members

so have the DDM4V7 Package added weapon install but i can get the weapon to show up i can checkout the weapon but it dont show in the weapon inventory once i exit the armory the weapon is in my weapon wheel what am i doing wrong ?

Rely

Members Author

10 hours ago, evvybwoy said:

so have the DDM4V7 Package added weapon install but i can get the weapon to show up i can checkout the weapon but it dont show in the weapon inventory once i exit the armory the weapon is in my weapon wheel what am i doing wrong ?

An update fixing this issue is pending

LordBevorkian42

Members

On 9/23/2026 at 9:09 AM, mahamlyrics said:

This seems like a very intricate mod so what I'm going to ask may not be possible but Could we have a ini to create our own gunsmith locations given that alot of us use Custom Police stations instead of Vanilla ones.

I speak for myself when I say I am one of those that do not use Custom Police Stations.

On 9/23/2026 at 4:14 PM, Rely said:

Be sure to leave suggestions or feedback.Enjoy!!!

Thanks bro took a lot of playtesting lol! Enjoy!!!

Appreciate it!! I have been lspdfr for 4 years and I have never head of that mod. Sounds dope.

Could be wrong but they could be talking about the game SWAT itself.

Cassava

Members

(edited)

I love the mod and have been using it daily, though the only thing that bugged me is that the armory giving me a high ammo capacity (9999 ammo for MKII and all other weapons) Is there any way I can adjust the ammo size?

Edited by Cassava

Rely

Members Author

1 hour ago, Cassava said:

I love the mod and have been using it daily, though the only thing that bugged me is that the armory giving me a high ammo capacity (9999 ammo for MKII) Is there any way I can adjust the ammo size?

I could add that in the ini.Im working 2.0 atm. Its Gonna be a big update guys

Cassava

Members

Heck yeah! goated mod btw

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