Weapon Mod | RedM | Escrowed

Weapon Mod | RedM | Escrowed
  • Weapon Mod | RedM | Escrowed
  • Weapon Mod | RedM | Escrowed

€42.70

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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** — same UI, same catalog.

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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** — 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)

 Features

- **NUI gunsmith** — lobby + modify modes, draggable panels, paginated weapon list

- **Component catalog** — auto-built from `data/weapon_components.lua` (RDR3 component names)

- **Live 3D preview** on bench with rotation + pin cards per category

- **Pricing** — per category / per component / per weapon (`Config.ModPrices`)

- **Job gate** — global or per-location (`Config.JobAccess`, `location.jobAccess`)

- **Slot filters** — hide pins/categories per weapon (`Config.WeaponSlotFilters`)

- **Pin calibration** — `data/pin_offsets.lua` + `Config.PinOffsetTuning` + in-game dev panel

- **Equip apply** — saved components re-applied when weapon is drawn from inventory

- **Exports** — open UI, build weapon data, merge component maps (for external gunsmith scripts)