DODI Weapon Mod (Gunsmith Workbench)
A full gunsmith workbench for RedM: walk up to a bench, open the NUI, pick a weapon from your inventory, customize components on a 3D preview (barrel, grip, sight, wrap, scope, tints, etc.), preview changes live, and **pay on finalize**. Mods persist per weapon and re-apply when the player equips it again.
Works on VORP Core and RSG Core β same UI, same catalog.
RP Value
Turns gunsmithing into a real service loop instead of a menu hack:
- **Workbench locations** with blip, 3D weapon on the display case, cinematic cameras (lobby + modify)
- **Inventory-driven** β only weapons the player actually owns show up
- **Per-slot customization** with live preview, pin UI on the weapon model, and a price quote before saving
- **Persistent mods** saved to the weapon (serial-bound) and applied again on equip
- Optional **job lock** (`gunsmith`, grade, per-bench override)
- **Pin dev tools** to calibrate UI anchor points per weapon (`/gunsmith_pindev`, export to F8)
Walk into the gunsmith, press G, and the workbench opens. Your firearms line up on the left β revolvers, repeaters, rifles, shotguns. Pick one; it lands on the stand. Pins mark each part you can change: barrel length, grip wood, iron sights, wraps, scopes. Click a pin, swap the component, watch it update on the model. When youβre done, Finalize β the smith charges you for what changed, and the loadout is written to that weaponβs record.
Holster it, ride out, draw again β the mods come back with you.
Features
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NUI gunsmith β lobby + modify modes, draggable panels, paginated weapon list
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Component catalog β auto-built from `data/weapon_components.lua` (RDR3 component names)
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Live 3D preview on bench with rotation + pin cards per category
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Pricing β per category / per component / per weapon (`Config.ModPrices`)
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Job gate β global or per-location (`Config.JobAccess`, `location.jobAccess`)
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Slot filters β hide pins/categories per weapon (`Config.WeaponSlotFilters`)
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Pin calibration β `data/pin_offsets.lua` + `Config.PinOffsetTuning` + in-game dev panel
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Equip apply β saved components re-applied when weapon is drawn from inventory
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Exports β open UI, build weapon data, merge component maps (for external gunsmith scripts)
Tebex: https://dodiban-redm.tebex.io/package/7633160
| Code is accessible | Depends on package type |
|---|---|
| Subscription-based | No |
| Lines (approximately) | +9300 |
| Requirements | VORP or RSG |
| Support | Yes |
