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RedM Lantern FAQ

Do I need a framework?

No. It runs fully standalone. If VORP, RSG, RedEM:RP or QBR is running it is detected automatically and used for notifications, identity and inventory.

Do I need any dependencies?

No. No ox_lib, no NUI, no streamed assets, no SQL to import. oxmysql is optional and only for database persistence.

I run a custom core or inventory. Am I stuck?

No. bridge/client.lua and bridge/server.lua are left readable in the escrowed build specifically so you can add your own branch. Nothing else in the resource touches a framework. See Frameworks.

Do other players see the lantern?

Yes — on the belt, on the saddle and on the ground, in whatever colour and brightness the owner chose.

What happens to a placed lantern when the player logs out?

It keeps burning. Placed lanterns belong to the server, not the player. With persistence enabled they survive a restart too.

Can players flood the map with lanterns?

Only if you let them. The default is one placed lantern per player at a time. Unlimited mode has both a per-player and a server-wide cap.

Does it need an inventory item?

Not by default — a player just needs the lantern weapon, exactly like singleplayer. Turn on Config.Inventory.RequireItem to gate placement behind an item.

Can I add my own lantern?

Yes. Add an entry to Config.Lanterns with the weapon hash, prop, item name and attach offsets. Anything not listed falls back to a sensible default rather than breaking. See Lanterns & items.

Does it work with custom saddles?

Yes. Four attach positions are provided, and the built-in tuning commands move the lantern live and print the exact config line to paste — no restarts, no guesswork.

Why is the lantern on the satchel and not the gun belt?

The gun belt bone MH_L_BeltSide only exists on Arthur's and John's skeletons. Multiplayer peds do not have it, so they use the satchel position. That is the game's limitation, not the resource's.

Can players make the lantern brighter than normal?

No. Brightness level 0 is the default and the maximum — there are five steps below it and none above. Pushing a lantern brighter than the game authored it looks wrong, so the original mod capped it there and so does this.

Will it conflict with another lantern script?

Probably, if that script also manages the lantern attach point or spawns its own lantern props. Run one lantern system at a time.

What can I edit after purchase?

config.lua, everything in locales/, shared/ and bridge/, plus docs/, the README and LICENSE. The lantern logic itself is escrow protected.

What languages are included?

English, German, Spanish, French, Japanese, Dutch and Russian. Adding another is a matter of copying one file and changing one line.

Is there a database to import?

No. Only if you turn on MySQL persistence, and even then the table is created automatically on first start.

Can I change the key?

Yes — Config.Controls.UseCustomKey and Config.Controls.CustomKey, or bind the supplied commands through the client keybind menu. See Controls.

Does it work on controllers?

Yes, fully. R and B/Circle are the same game input, so the default binding covers both. There is an alternative controller shortcut if B is taken.

Can I turn off placement, or colours, or the horse entirely?

Yes — Config.LanternPlacement, Config.ColourChanging, Config.Brightness and Config.MountedStorage each switch their feature off independently.

Does it support persistence across restarts?

Yes, optionally — JSON with no dependency, or MySQL through oxmysql. Off by default for placed lanterns, on for player colour settings. See Persistence.

Documentation for RedMorrow. Scripts are licensed per server — redistribution is not permitted.