Stow a lantern on your belt, hang it from your saddle, or set it down in the world and leave it burning. Ten colours and six brightness levels, remembered per character and visible to every player nearby. No dependencies at all, and it runs on VORP, RSG, RedEM:RP, QBR or no framework at all.
19.99 USD
A lantern costs you a hand, so nobody carries one and your nights stay dark. This puts it on the belt, hangs it off the saddle, or leaves it burning in the dirt where you set it down.
Stowing uses the game's own lantern attach point, not a fake prop, so it lights the world properly and survives weapon switches. Placed lanterns belong to the server, so they keep burning after the owner rides off, respawns or logs out.
Product Features
Hands Free on the Belt
Tap with a lantern in hand and it moves to the belt or the satchel, still burning. The player can draw a revolver, skin a deer or do anything they could do empty-handed. Story protagonist models use a gun belt position, everyone else the satchel.
It Never Drops the Lantern
If the engine ever refuses the native attach point, the script falls back to a prop on the same bone and tells other clients to render that too. The player keeps their light either way and never sees the difference.
Four Saddle Positions
Stow while mounted and the lantern hangs off the saddle, swinging as you ride. Saddlebag, saddle hook, horn and rear grip are all available, and the script checks whether the horse actually has a saddlebag so nothing floats in mid-air.
Set It Down and Ride Off
Hold to place with the game's own crouch animation, hold again to pick it back up. Surface and line-of-sight checks stop a lantern being placed through a wall, and ace-gated commands let staff count or clear what is on the ground.
Owned by the Server
Every client renders a placed lantern from a server registry, so there is no entity ownership to hand over when someone leaves. That handover is what breaks most prop scripts.
Ten Colours, Six Levels
Hold aim to cycle default, red, orange, yellow, green, cyan, blue, purple, pink and white, or step the brightness. Each level multiplies the lantern's own authored light, so a dimmed one still reads as a lantern rather than a flat spot of light.
Everyone Sees It
Carry state, colour and brightness are visible to every player nearby, on the belt, on the saddle and on the ground. Each character's choice is remembered for them.
Caps You Decide
One placed lantern per player by default. Unlimited mode has both a per-player cap and a server-wide one, and picking up someone else's lantern is allowed or forbidden by config.
Optional Persistence
Turn it on and placed lanterns come back lit after a restart, through JSON or MySQL. The MySQL table is created on first start, so there is no SQL to import by hand.
Native RDR2 Prompts
Tap to stow, hold to place, through the game's own prompt system. Rebindable to any key, with an alternate controller shortcut and optional commands, or raw control listening if you would rather show no prompt at all.
Framework Optional
VORP, RSG, RedEM:RP and QBR are detected at start-up and used for notifications, identity and inventory. None of them is required. A custom core gets its own branch in bridge/client.lua and bridge/server.lua, which stay readable in the escrowed build.
Quiet When Idle
Threads sleep when nothing is happening and placed lanterns render by distance. Every placement and pickup is validated server-side, and client events are rate limited.
REQUIRED RedM server (cerulean / rdr3)Any recent artifact, and nothing else. No ox_lib, no NUI, no streamed assets and no SQL to import by hand.
OPTIONAL VORP, RSG, RedEM:RP or QBRDetected automatically at start-up and used for notifications, identity and inventory. Not required: the script runs fully standalone, and a custom core can be added in the bridge files.
OPTIONAL oxmysqlOnly if you set Config.Persistence.Mode to mysql so placed lanterns survive a restart. The table is created for you on first start. JSON persistence needs nothing at all.
OPTIONAL Lantern inventory itemOff by default: a player needs the lantern weapon, exactly as in singleplayer. Config.Inventory.RequireItem gates placement behind an item, and ConsumeOnPlace moves that item out of the satchel while the lantern is on the ground.
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.
No. bridge/client.lua and bridge/server.lua are left readable in the escrowed build precisely so you can add your own branch. Nothing else in the resource touches a framework.
Yes, on the belt, on the saddle and on the ground, in whatever colour and brightness the owner chose.
It keeps burning. Placed lanterns belong to the server rather than the player, and with persistence enabled they survive a restart too.
Only if you let them. The default is one placed lantern per player at a time. Unlimited mode has both a per-player cap and a server-wide cap.
Not by default. A player needs the lantern weapon, exactly as in singleplayer. Turn on Config.Inventory.RequireItem to gate placement behind an item, and ConsumeOnPlace to move that item out of the satchel while the lantern is on the ground.
Yes. Add an entry to Config.Lanterns with the weapon hash, the prop, the inventory item name and its attach offsets. Anything not listed falls back to a sensible default rather than breaking.
Yes. Four attach positions are provided and the script picks one based on whether the horse has a saddlebag. If a custom saddle needs different numbers, the built-in tuning commands move the lantern live and print the exact config line to paste, with no restart.
Probably, if that script also manages the lantern attach point or spawns its own lantern props. Run one lantern system at a time.
On the escrow edition: config.lua, everything in locales, shared and bridge, plus the README and LICENSE. The lantern logic itself is protected. The Open Source edition ships the whole thing.
No. Only if you turn on MySQL persistence, and even then the table is created automatically on first start.
Still stuck? Ask in our Discord and we will answer.
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At a glance
Code access CFX Escrow, or full source on the Open Source edition
Last updatedSep 19, 2026
PlatformRedM
v1.0.0
current
Initial release.
Belt and satchel carry through the engine's native lantern attach point, with an automatic prop fallback and a gun belt position on story protagonist models.
Saddle carry with four attach positions and automatic saddlebag detection. Dismounting takes the lantern with you or leaves it hanging, your choice.
World placement and pickup, server-owned, surviving range, respawn and disconnect.
One at a time or unlimited placement, with per-player and server-wide caps.
Optional persistence for placed lanterns through JSON or MySQL.
Ten colours and six brightness levels, remembered per character and synced to every player nearby along with carry state.
Native RDR2 prompts with tap and hold, rebindable, plus a controller shortcut.
VORP, RSG, RedEM:RP, QBR and standalone support with automatic detection.
Optional inventory item requirement for placement.
Ace-gated admin commands to clear and count placed lanterns, and live offset tuning commands for custom saddles and ped models.
Seven languages: English, German, Spanish, French, Japanese, Dutch and Russian.
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