# RedM Emote Script: 4,300+ Emotes, Live Preview

URL: https://redmorrow.com/products/redm-emotes
Seller: RedMorrow
Platform: RedM (Red Dead Redemption 2)
Frameworks: VORP, RSG, RedEM:RP, Standalone
Documentation: https://docs.redmorrow.com/scripts/redm-emotes/

## Price

- **RedM Escrow**: 21.69 USD
- **Open Source**: 70.00 USD

Prices are tax exclusive. Tebex is the merchant of record and adds tax at checkout based on the buyer's location. Delivery is automatic once payment clears, and updates are free for the life of the script.

## Description

**4,300+ RedM emotes out of the box**, curated and filtered for clean looping poses. Hover any one of them and a translucent mannequin performs it in front of you before you commit, so players find the emote they wanted instead of cycling through ten wrong ones.

**Adjust mode with a full 3D gizmo** puts the pose exactly where you want it: a ghost preview that follows where you aim, WASD nudging, and Blender-style move, rotate and height handles. Confirm and your character steps into exactly what you saw, held in place so ledges and props work properly.

**Sit on any chair** - 80+ chair, bench, stool and couch props, 19 gender-aware sitting styles from drinking a beer to cleaning a rifle, full 360 degree rotation, and you stand up exactly where you were.

**Add your own custom emotes from inside the game**. The admin editor adds, edits, restricts, hides or deletes without a restart or a line of SQL, and every change pushes live to connected players. VORP, RSG Core, RedEM:RP or fully standalone, detected at start-up, so this RedM script drops straight into an existing build.

## Features

- **Two Complete Layouts**: Grand is a centred dashboard with a category sidebar, live counts and a quick-emotes dock. Compact is a slim side rail that stays out of the way during roleplay. Players switch between them in the menu and their choice is remembered.
- **Preview You Can Steer**: Scroll to rotate the mannequin, click to perform the emote yourself, and switch the preview off entirely if you would rather not have one. It is a player setting, not a server one.
- **Favourites and Hotkeys**: Star an emote to pin it to the quick bar. SHIFT and 1 to 5 fire the first five instantly, or bind any letter or digit you prefer. Both the favourites and the binds live in the database, so they survive a restart.
- **Chat Commands**: Every emote gets an auto-generated /e command with chat autocomplete, alongside /e stop and /e random. Nothing has to be registered by hand as the library grows.
- **Shared Emotes**: A shared emote asks the other player first, with an on-screen accept prompt, and only then syncs both animations. They work on NPCs and animals straight away, with no prompt to wait on.
- **Prop Emotes**: Real objects attached to the correct bones rather than floating near the hand: a parasol, a basket, a fan, a bone for the dog. They come with the library rather than needing to be modelled.
- **Walk Styles and Scenarios**: Twelve walk styles, each remembered per player across sessions, plus world scenario animations for the ambient poses a town needs.
- **Gizmo Controls**: Keys 1, 2 and 3 switch the gizmo between move, rotate and height. Coloured axis arrows, a ground-plane handle and a perspective-correct rotation ring do the work, and holding Shift drops it into fine control.
- **Job and VIP Locks**: Put a job name or an ACE permission in an emote's Restriction field and anyone without it never receives that emote at all, rather than seeing it greyed out. Every admin change can be posted to a Discord webhook under the admin's own name.
- **The UI Source Is Yours**: React 18 and Vite, with the full source in web/ and the prebuilt output ready to run, so npm is only needed if you want to change it. Config, locales, shared data and SQL stay editable on both editions, and the client exports Play, PlayById, PlayByCommand, Stop, Open, Close and IsOpen.
- **Six Languages**: English, French, German, Greek, Spanish and Portuguese ship in a locales folder, each about eighty strings. Adding a seventh is copying one file and translating it.
- **Built for a Big Library**: Four thousand emotes do not make the menu crawl: the interface caps how much it renders at once and prompts for a search instead, so it stays quick whatever the library grows to.

## Dependencies

- **RedM server (RDR3)** (required): Any recent artifact.
- **oxmysql and a MySQL or MariaDB database** (required): The emote library, favourites, key binds and walk styles all live in the database. oxmysql has to start before this resource.
- **vorp_core, rsg-core or redem_roleplay** (optional): Auto-detected at start-up. Notifications, job lookups and character-load syncing adapt to whichever is present. With none of them, it runs fully standalone and permissions fall back to ACE.
- **Libraries** (optional): None. No ox_lib and no menu or NUI library. Node and npm are needed only if you want to rebuild the interface source yourself.

## FAQ

**Does it work without a framework?**

Yes. It auto-detects VORP, RSG Core and RedEM:RP, and falls back to a fully standalone mode using ACE permissions. No config editing is required either way.

**Do I need ox_lib?**

No. The only dependency is oxmysql.

**Is the interface encrypted?**

No. The full React source ships in web/ alongside the prebuilt output, and the config, locales and SQL are always editable.

**How do I add my own emotes?**

Three ways: the in-game admin editor, which needs no restart, a direct SQL insert, or the bulk generator tool included for importing large animation lists.

**Can I restrict emotes to VIPs or certain jobs?**

Yes. Put a job name or an ACE permission in an emote's Restriction field, and anyone without it never receives that emote.

**Will 4,300 emotes make the menu slow?**

No. The interface caps how much it renders at once and prompts players to search, so it stays fast regardless of how large the library gets.

**Are favourites per character or per account?**

Per identity, meaning the Steam or licence identifier, so they are shared across that account's characters by default.

**Can players rebind the keys?**

The gizmo toggle uses RedM's own keybinding system and is rebindable in the game settings. Every other key is configurable server-side, and players set their own emote binds from inside the menu.

**Does it support multiple languages?**

Six ship by default: English, French, German, Greek, Spanish and Portuguese. Adding another means copying one file in locales and translating about eighty strings.

**Will it conflict with my existing sitting or walk-style script?**

It can, since both would compete for the same chairs or walk styles. Disable the overlapping feature in config.lua with RM.Seats.enabled or RM.Adjust.enabled, or remove the other resource.

**What is escrowed and what is not?**

On the escrow edition the config, locales, shared data, SQL and documentation are always left unencrypted and editable, as is the React interface source. The Open Source edition ships everything.

## Changelog

### v2.0

Adjust mode, chair sitting, the admin editor and a rebuilt interface.

**Added**

- Adjust mode: a ghost live preview, camera-aim placement and WASD or arrow nudging.
- 3D gizmo with move, rotate and height modes, a ground-plane handle and a perspective rotation ring.
- Chair sitting across 80 or more props, with 19 gender-aware styles and full 360 degree pose rotation.
- Prop emotes, and shared two-player emotes with a request and accept prompt.
- World scenario emotes and twelve walk styles, each persisted per player.
- In-game admin editor that pushes changes live to every connected player.
- Job and ACE emote restrictions, with a Discord webhook audit log.
- Multi-framework bridge covering VORP, RSG Core, RedEM:RP and standalone, detected automatically.
- Bulk emote pack of 4,133 emotes and the generator tool that builds it.
- Recent tab, plus random, repeat, stop and preview toggle buttons.
- /e commands with chat autocomplete, and SHIFT with 1 to 5 as quick hotkeys.
- Locales moved into a dedicated folder, six languages, and per-framework install guides.

**Changed**

- Interface rebuilt in React 18 and Vite with a new frontier design and two layouts.
- New icon set and typography, with scrollbars hidden for a cleaner look.
- Standalone raw-keyboard bind listener, so no external keypress resource is needed.
- Player identity falls back to the licence identifier on non-Steam servers.

**Fixed**

- Duplicate favourites are now prevented at the database level.
- The preview mannequin no longer leaks or keeps animating after the menu closes.
- Key binds can no longer fire while the player is typing in chat.
- Emotes with an unknown category are no longer unreachable.

### v1.0

Initial release.

- Database-driven emote library with category browsing and search.
- Favourites with custom key binds.
- Hover preview mannequin.
- Multi-language support and VORP integration.

## Support

Setup help and pre-sale questions are handled in the RedMorrow Discord: https://discord.redmorrow.com

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RedM Emote Script is sold by RedMorrow at https://redmorrow.com/products/redm-emotes. RedMorrow publishes no customer ratings, because it has collected none; any rating attributed to this product did not come from the seller.
