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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 2.0

Released

2.0 - The armory remembers you

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

The biggest update since the mod existed, and most of it comes from one

change: the armory now knows one rifle from another, and knows whose

rifle it is.

ONE RECORD PER WEAPON, NOT PER WEAPON TYPE

- Until now the book kept one entry per TYPE. Every carbine in San

Andreas shared one serial, one round count, one zero. There was no

such thing as "a particular rifle".

- Now every physical weapon has its own entry. Two carbines on your

books are two guns with two histories, two serials, two service

records and two zeroes.

- Your existing book is carried forward exactly: serial, rounds,

service interval, group, zero, qualification, engraving and jams all

come across, and the old file is kept in backups\. Nothing is

dropped.

- A record from an older ledger waits to be claimed until the game

tells us who you are, rather than being filed under a guess.

ONE SET OF RECORDS PER OFFICER

- Serials, round counts, zeroes, qualifications and records now belong

to the character you are playing, using the name LSPDFR has for you.

- Two characters keep two books. Switch back and yours is exactly as

you left it.

- Set [Department] Officer in the ini to force one book regardless.

AN ARMORER BEHIND THE COUNTER

- Somebody is stood at the bench now. He reads your record rather than

greeting you: a lapsed qualification, anything 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.

- He says nothing at all when your kit is in order. That is deliberate,

not a bug - a greeting every visit is wallpaper.

- He never blocks anything and there is nothing to sit through.

WHAT HAPPENS AFTER YOU SHOOT SOMEBODY

- A shooting now starts a process, and it follows the real one.

- On scene: a public safety statement to the first supervisor. 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 issues

you a bare one in its place. No attachments, no tint, no saved build.

You are put on paid leave, and he tells you that is not a punishment.

- Days later: the administrative interview, opening with a Garrity

warning - you are ordered to answer, and nothing you say there can be

used against you criminally.

- Then a clinician decides whether you go back on the road.

- Then a finding. In policy, or not. Out of policy, or not signed fit,

means restricted duty: no solo patrol for a few shifts.

- Your own weapon comes back at the end of it, with its build on it,

unless it went badly.

- Each one is a scene with a camera on it, and you choose what you say.

THE QUESTION ONLY THIS MOD CAN ASK

- 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.

SEIZING WEAPONS

- Walk up to somebody dead or in cuffs who is still carrying, press the

key, and the weapon is booked into property with its own serial.

- Then run that serial. Clean, filed off, reported stolen out of

somewhere in some month, seized before and released, or linked to

another crime - and the answer never changes, because it is a record

rather than a dice roll.

- It reads the world rather than hooking any one plugin, so it works

with whatever callout packs you run.

QUALIFICATION, REBUILT

- Rounds are scored by WHERE they land, not whether they land. X, 9, 8,

7 and outer, worth 10 down to 5.

- Which means a clean centre string and five rounds through the edge of

the paper are no longer the same score. They were, before.

- Classification instead of pass or fail: DISTINGUISHED, EXPERT,

SHARPSHOOTER, MARKSMAN.

- Firing before the beep or after "cease" is a procedural error and it

costs you. The clock could not cost you anything before.

- It is one error per lapse, not one per round. Jumping the gun is a

single mistake however long you hold the trigger down.

- The scorecard breaks down per stage and shows where the rounds went.

WHAT HAPPENS AFTER A SHOOTING IS OFF UNTIL YOU ASK FOR IT

- The statement, handing your weapon in, the interview and the fitness

session are the deepest thing in the mod, and they ask a lot: several

scenes, days apart, and a weapon you do not get back until it is

finished. That is a lot to put on somebody who wanted a gun bench.

- [Property] Investigations = true turns it on.

- Seizing weapons and the property room are unaffected and still on.

FOUR COURSES OF FIRE

- QUALIFICATION, the one that renews your ticket.

- SPEED - 15 rounds, short stages, no time to think.

- ENDURANCE - 40 rounds over four stages.

- PRECISION - 10 rounds, all the time you want, no excuses.

- Every course scales its clock to the weapon, so a bolt-action gets

time to work the bolt. It is a test of shooting, not of cycle time.

- Only the standard course renews your qualification.

A WALL OF RECORDS

- The best group and the best score anybody has shot, per course and

per weapon, with the officer's name on it, kept forever.

- Taking a station record off a character you played six months ago is

a different thing to beating your own best.

YOUR SERVICE RECORD

- GunsmithServiceRecord in the console writes your whole career to a

PNG: weapons carried, rounds fired, qualifications, station records,

shootings and their findings, weapons seized and what they traced to.

- It is a document. It persists across shifts, survives a restart, and

belongs to one named officer.

BUILD CARDS

- Ctrl+P at the bench writes a picture of the build: the weapon, its

parts, what they do to it, the serial, and the code printed along the

bottom.

- Drag it into Discord. The code only works for somebody who has

Gunsmith.

MOVING THE BENCH

- Press F7 and the bench ghosts in front of you. Arrows slide it, Q and

E turn it, R snaps it to where you are stood, Tab walks you to the

next station, Enter saves.

- Benches are built from LSPDFR's station list, which only knows where

the map blip is - so out of the box a lot of them are on the front

step. Now you can put them in the armory in about thirty seconds.

- Delete marks a station as having no armory at all, which custom

station packs needed.

- GunsmithExportArmories writes them all out to paste or send on.

THE LOCKER CAN RUN OUT

- Off by default. Switch on [Armory] FiniteStock and each station keeps

a number of each weapon. Sign one out and it goes down; hand it back

and it goes up. Run Mission Row dry and you drive to Davis.

PARTS EARNED BY USE

- Off by default. Switch on [Armory] EarnedParts and attachments open

up as you put rounds through that particular gun, and the optics

follow once you have qualified on it.

- It never overrides rank. Both gates have to agree.

AFTER A SHOOTING, THE WEAPON COMES IN

- A shift where you fire a serious number of rounds pulls that weapon

in for inspection. The armorer asks for it, and servicing it is what

signs it off.

- Going off duty is not how you get out of paperwork. Nor is closing

the game.

BALLISTICS

- Every gunfight you attend goes on the book: what fired, how many rounds,

where, and when.

- Take a weapon off somebody and book it into property, and the lab runs it

against the shootings that are still open. Sometimes it matches - and the

match is a shooting from THIS save, one you were actually at, weeks ago.

- A routine stop closes a cold case. Nothing is invented: an incident only

exists because it happened, a weapon can only match something older than

the day it was seized, and the lab gives the same answer every time.

- It works because of the per-weapon ledger. Per weapon TYPE every pistol in

San Andreas is the same pistol, and matching one would mean nothing.

THE OPEN ARMORY - AN API FOR OTHER PLUGINS

- Gunsmith is the only thing in LSPDFR keeping a persistent, per-officer,

per-physical-weapon record. Now the rest of the ecosystem can read it.

- Primitives only, so a plugin calls it by reflection: no reference to

Gunsmith.dll, no version coupling, and it still runs when Gunsmith is not

installed. A drop-in bridge file and a guide ship with the download.

- A callout pack can file its own shootout - and have the player's armory

close it months later, in a different session.

- It can also ask whether the officer is qualified on what they are holding,

how many rounds they have fired this shift, and whether they are on

restricted duty. Refuse them the rifle. Send them a partner.

THE BENCH AND LSPDFR'S OWN MENU NOW SHARE A SPOT

- The armory marker is built from LSPDFR's station list, and that position

is the map blip - which is exactly where LSPDFR puts its own locker

room / garage / go off duty menu. So walking in opened both at once.

- The bench is on END now. E stays LSPDFR's. End is bound by almost

nothing, so the two live on the same spot and neither gets in the

other's way.

- On a controller nothing changes - a pad has no End key, so the context

button still opens the bench.

- [Keys] OpenBench sets it. Put it back to E if you would rather.

EVERY KEY IS IN ONE PLACE NOW, AND NEARLY ALL OF THEM ARE YOURS

- Gunsmith.ini opens with a [Keys] section. Everything you press is in

it, at the top, because "how do I change the key" is the first thing

anybody asks and it used to be buried three sections down.

- The bench keys were hardcoded until now, so if one of them clashed

with something you were stuck with it. Next weapon, showcase,

engrave, hide interface, reset view, and copy / paste / build card

are all settings.

- The key settings used to live in [Armory] and [Property]. An ini from

1.x gets the new section added automatically, so nothing to do.

FIXED - THE RANGE PUT ITS TARGETS INSIDE THE BUILDING

- Benches are built from LSPDFR's station list, which is the map blip -

usually on the front step, facing the doors. Test fire and qualify

shot straight ahead from there, so the paper went up inside the

station and every round missed something it could not reach.

- It looks for a lane with room in it now: the way you are facing

first, then round the compass for the longest clear one.

- If there is genuinely nowhere to shoot it says so and puts you back

at the bench, rather than starting a course you cannot pass.

FIXED - WALKING PAST A BODY TOOK THE GUN

- A dead suspect's weapon stays on them for you to seize, but the game

was also dropping it on the floor as a pickup - so walking past the

body put the evidence, and their ammunition, straight into your own

inventory before you could book it.

- Armed suspects now keep hold of their weapon when they go down.

[Property] KeepWeaponsOnBodies switches it off.

FIXED - THE RANGE HANDED YOU 9,939 ROUNDS

- Test fire and qualify load to the game maximum on purpose, so a

course of fire can never run dry halfway through. They were not

putting it back afterwards, so you walked off the range with a Mk II

full to 9,939 and AmmoLimit may as well not have existed.

FIXED - THINGS SAID OUTSIDE THE ARMORY WENT NOWHERE

- The feed is only drawn while the bench is open, so anything the mod

said out in the world went to an empty room. Press the seize key on

somebody and have it not take, and you got silence - no message, no

reason, nothing to suggest the key had even registered.

- Off the bench those now go to the game's own notifications.

FIXED - A SETTING YOU COULD NOT SEE

- ReviewAfterRounds (how many rounds through one weapon in a shift

before the armorer wants it in) was read from Gunsmith.ini but never

written to it, so there was nothing to edit.

- Every setting the mod reads is now in the file it reads it from, and

nothing in the file is dead. Sixty of each, exactly.

FIXED - A SHOOTOUT STILL GOING WHEN YOU STOPPED PLAYING

- Gunfire is only written up once it has been quiet for a while. A

firefight still in progress when you went off duty or reloaded was

dropped on the floor. It is written up now, the same way an open

discharge already was.

THE FEED KEEPS UP NOW

- It was one slot: a second message overwrote the first, so when the

armory had two things to say in the same second you only ever saw the

second one. Signing a weapon out says three.

- They queue. Each sits for as long as it takes to read, the same line

twice running doesn't repeat itself, and a burst drops the oldest

rather than the newest.

SUBTITLES STAY UP AS LONG AS THEY NEED TO

- Every line in a scene was pinned to the same few seconds no matter how

long it was, so a question with four options to weigh up could vanish

halfway through while a three word answer sat there after you were done

with it.

- They are timed by what is actually on screen now, and put back up

before they expire rather than after, so they never blink out while you

are still reading.

FIXED - THE WEAPON DIDN'T APPEAR INSIDE A STATION

- Open the bench inside an interior and you got the menu, the room behind

it, and no gun. Interiors cull anything that isn't assigned to one of

their rooms, and the display weapon never was.

- It is now put in the same room as the officer, so it draws.

(Both reported by Gaming 4 Life - thank you.)

HOW MANY ROUNDS THE ARMORY HANDS OUT

- The game's own maximum is 9999 on the Mk II weapons, which is closer

to a cheat menu than a police armory. [Armory] AmmoLimit caps it, and

250 is a sensible patrol load.

- Off by default, so nothing changes unless you ask for it.

- Test fire and qualification ignore the cap. A course of fire that ran

dry halfway would be a bug, not a setting.

(Asked for by Cassava - thank you.)

UPGRADING FROM 1.x ACTUALLY GIVES YOU THE NEW SETTINGS

- Gunsmith.ini only ever gained whole new SECTIONS. A setting added to

a section you already had was never written, so it ran on its default

with nothing in the file to show it existed and nothing to edit.

- That bit hardest on the people most likely to notice: anyone coming

from 1.x kept their old key for the bench and never saw AmmoLimit.

- New settings are now put into the section they belong to, with the

comments that explain them. Everything you had set is left alone.

FIXED - THE NOTIFICATION ON LOAD NAMED THE WRONG KEY

- "Walk into the marker and press E" - except 2.0 moved the bench off E

so it could live beside LSPDFR's own menu. The first thing every

player saw on load told them the wrong key, and if they had rebound

it, it told them the wrong key twice over.

- It reads the key you actually have set now, modifier and all.

FIXED - A SUSPECT COULD STILL DROP THEIR GUN AS A PICKUP

- Peds are told once each to hang on to their weapon, and who had been

told was remembered by handle. GTA hands those handles out again when

a body despawns - so a new suspect inheriting one was treated as

already told, and went on dropping their weapon on the ground, which

is the one thing the setting exists to prevent.

- Each one is re-told every few seconds now, so a reused handle sorts

itself out long before anybody shoots them.

THREE SCANS OF THE WORLD BECAME ONE

- Seizures watching for a body still carrying, Ballistics listening for

suspects shooting, and the shooting log watching for somebody you

killed each swept every ped in the world on their own timer. That is

around seven and a half sweeps a second, next to LSPDFR doing its own

scanning, and that call is not a cheap one.

- Worse, Ballistics deliberately offset its timer to land BETWEEN

Seizures' scans so one frame would never pay for two sweeps - which

spread the cost out and guaranteed the two could never share.

- One sweep now, handed to whoever asks inside the same quarter second.

Each of them still decides when to look exactly as before; looking

just costs a third of what it did.

A TIDIER FOLDER

- plugins\Gunsmith\ is the folder you open to change a setting, and it

had grown to twenty-five things - Ledger.xml.bak, Loadouts.xml.bak-

kits, Gunsmith.ini.before-2.0 - which Windows helpfully labels "BAK

File" and "0 File". Useless to read, and it looked broken.

- Every spare copy now lives in plugins\Gunsmith\backups\. What is left

in view is the thirteen files you can actually edit, and nothing else.

- Upgrading moves your existing ones in there on the first launch.

Nothing is deleted, and recovery from a bad save works exactly as

before - it just reads from the subfolder now.

SMALLER THINGS

- Weapons can be retired, and a retired weapon stays in the book.

- Every data file carries a version stamp, so future changes can be

migrated rather than guessed at.

- The help box no longer cuts long prompts off at 99 characters.

- Gunsmith.ini documents every setting it reads. All 69 of them.


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!!

Looks cool as heck maybe you could do a 5 minute video installing it all and the optionals as well with it and just another showcase of it. If you have the time of course. Looks super clean though overall.

Rely

Members Author

5 hours ago, originalgamester said:

Looks cool as heck maybe you could do a 5 minute video installing it all and the optionals as well with it and just another showcase of it. If you have the time of course. Looks super clean though overall.

5 hours ago, originalgamester said:

Looks cool as heck maybe you could do a 5 minute video installing it all and the optionals as well with it and just another showcase of it. If you have the time of course. Looks super clean though overall.

Of course i would love to include everything in it from the start, but due to using the warzone attachments(someone else’s mod), I couldn’t include his mod.I tried reaching out but no answer.I should have a updated showcase and tutorial out by Monday.

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