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9 Screenshots

Gunsmith – Station Armory

A gunsmith bench at every LSPDFR police station.

Walk into the armory, press End, 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.

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.

2.0 – The armory remembers you

The biggest update since the mod existed, and nearly all of it comes from one change: the armory now knows one rifle from another, and knows whose rifle it is.

Until now the book kept one entry per weapon type. Every carbine in San Andreas shared one serial, one round count, one zero. Now every physical weapon has its own entry, and those entries belong to the character you're playing. Your existing book carries across exactly as it was – serials, rounds, zeroes, qualifications, engravings, the lot.

Everything below is what that made possible.

There's a man behind the counter

The armorer reads your record rather than greeting you – a lapsed qualification, something overdue a clean, a gun that keeps choking, an optic with no zero on it, the first time a weapon has been across his counter.

When your kit is in order he says nothing. That's deliberate: a greeting every single visit is wallpaper.

Shoot somebody and a real process starts (optional)

It follows the actual one.

  • On scene – a supervisor takes a public safety statement. Four questions, compelled, and deliberately not an account of what happened: it exists to make the scene safe.

  • At the station – a sergeant takes your weapon into evidence and hands you a bare one. No attachments, no tint, no saved build. You're on paid leave, and he tells you that isn't a punishment.

  • The interview – days later, opening with a Garrity warning: you're ordered to answer, and nothing you say can be used against you criminally.

  • Fitness for duty – a clinician decides whether you go back on the road.

  • The finding – in policy, or not. Out of policy means restricted duty: no solo patrol for a few shifts.

Off by default. It is the deepest thing in the mod and it asks a lot of you – several scenes, days apart, and a weapon you do not get back until it is finished. Set Investigations = true when you want it.

Each one is a scene with a camera on it and you choose what you say. Your own weapon comes back at the end, with its build on it – unless it went badly.

And the interview asks how many rounds you think you fired. The book knows exactly. Being well out is noted, and it counts against the finding. No other mod can ask that, because no other mod is counting.

Take weapons off suspects and run the serial

Walk up to somebody dead or in cuffs who's still carrying, press G, and the weapon is booked into property with its own serial. Then see what it comes back as: clean, filed off, reported stolen out of Strawberry in June, seized before and released, or linked to an armed robbery – detectives will want this one.

The answer never changes for that gun. It's a record, not a dice roll. And it reads the world rather than hooking any one plugin, so it works with whatever callout packs you run.

Ballistics – a traffic stop closes a cold case

Every gunfight you attend goes on a book: what fired, how many rounds, where and when. You do nothing to make that happen.

Then you take a weapon off somebody weeks later, book it into property, and the lab runs it:

Ballistics matched it to a shooting at the Vespucci canals on 2 October – 9 rounds from a Pistol. Nobody was charged for it at the time.

That shooting happened in your save. You were there. A routine stop just closed it.

Nothing is invented. The incident only exists because it happened, the weapon can only match something older than the day you seized it, and the lab gives the same answer every time – it's a record, not a dice roll. Most guns come back with nothing, because most guns aren't the gun.

It only works because 2.0 tracks individual physical weapons. Per weapon type, every pistol in San Andreas is the same pistol, and matching one means nothing.

The Open Armory – for other plugin authors

Gunsmith is the only thing in LSPDFR keeping a persistent, per-officer, per-weapon record – serials, round counts, qualifications, seizures, shootings and their findings, across shifts and across restarts. The download opens it to everybody else.

Drop one file into your plugin and you can file your own shootout – and have the player's armory close it months later. Or ask whether the officer is qualified on what they're holding, how many rounds they've fired this shift, whether they're on restricted duty after a shooting. Refuse them the rifle. Send them a partner.

Primitives and reflection only: no reference to Gunsmith.dll, nothing to break on update, and your plugin still runs for people who don't have it.

Qualification, rebuilt

Rounds are scored by where they land now, not whether they land – X, 9, 8, 7 and outer. A clean centre string and five rounds through the edge of the paper are no longer the same score. They were, before.

You're classified rather than passed: DISTINGUISHED, EXPERT, SHARPSHOOTER, MARKSMAN. Firing before the beep or after “cease” is a procedural error that costs you.

And there are four courses of fire instead of one: QUALIFICATION (the one that renews your ticket), SPEED, ENDURANCE and PRECISION. Each stretches its clock for the weapon, so a bolt-action gets time to work the bolt.

Your whole career, on a page

Type GunsmithServiceRecord and the armory prints your service record: weapons carried, rounds fired, qualifications, station records, shootings and their findings, weapons seized and what they traced to.

It persists across shifts, survives a restart, and belongs to one named officer. LSPDFR plugins don't usually remember you – this one does.

The rest of 2.0

  • A wall of records – best group and best score per course and weapon, with the officer's name on it, kept forever. Take a station record off a character you played six months ago.

  • Build cards – Ctrl+P writes a picture of your build with the share code printed on it. Drag it into Discord.

  • Move the bench – press F7 and it ghosts in front of you. Arrows slide it, Q/E turn it, Enter saves. Benches come from LSPDFR's station list, which only knows where the map blip is, so a lot of them start on the front step. Now that's a thirty-second fix.

  • “This station has no armory” is a valid answer now, for custom station packs.

  • The locker can run out (off by default) – each station keeps a count. Run Mission Row dry and you drive to Davis.

  • Parts earned by use (off by default) – attachments open up as you put rounds through that gun, and optics follow once you've qualified on it.

  • Weapons pulled for review after a heavy shift. Servicing one signs it off. Going off duty isn't how you get out of paperwork, and nor is closing the game.

  • A folder you can actually read – plugins\Gunsmith\ is where you go to change a setting, and it had grown to twenty-five things, most of them backups Windows labels “BAK File”. Every spare copy now lives in backups\. What’s left in view is the files you can actually edit. Upgrading moves yours in there on the first launch – nothing is deleted.

  • How many rounds you're issued – the game hands out 9999 with a Mk II, which is closer to a cheat menu than an armory. Set AmmoLimit and that's your ceiling; 250 is a sensible patrol load. The range ignores it, so a course of fire can't run dry halfway. (Asked for by Cassava.)

What you already had

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

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

  • 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.

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

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

  • And more – showcase mode, engraving, build codes, department standards, shift inspection, optional jams, full controller support.

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. The pack isn't included – get it from its page.

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 End.

READ ME FIRST.txt walks you through it, with a picture of how your folder should look. MANUAL.txt covers every button and setting – section 4 is everything new in 2.0.

Updating from 1.x? Drag it in over the top and say yes to replacing. The download is only the two Gunsmith files – every settings file and everything the armory has recorded is made by the mod as it runs, so an update can't land on top of it. Your book is carried forward and the old one is kept as a backup.

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

https://www.youtube.com/watch?v=KP_R1gYZl3I

Requirements

  • RAGE Plugin Hook

  • LSPDFR 0.4.9 – recommended, not required

  • That's it: no ScriptHookV, no RAGENativeUI, no Common Data Framework

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

End open the bench · Drag turn the gun · Wheel zoom · Tab weapons · I showcase · N engrave · H hide the interface · R reset the view · Ctrl+C / Ctrl+V share a build · Ctrl+P build card · Esc close.

Out in the world: F7 move a bench · G seize a weapon · J the next step after a shooting. 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.

If an addon doesn't appear at the bench, check RagePluginHook.log – 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). Plenty of 2.0 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

Rely

Members Author

2.0 UPDATE IS PENDING!!

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