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Custom peds

NPCs that live in the world as scenery. Not tied to a job — for job-bound NPCs (a clerk that opens a stash, a bartender that runs a shop) attach a ped to the interaction itself instead.

Form

FieldWhat it is
ModelPick from the catalog. Models flagged "broken" are known-incompatible and won't spawn correctly.
Coords + headingPlacement.
ScenarioOptional ambient animation loop (WORLD_HUMAN_SMOKING, WORLD_HUMAN_DRINKING_BEER, etc.).
WeaponOptional weapon hash to give them.
FreezeNail them in place — they won't wander or react.
InvincibleBullets, fire, etc. don't kill them.

Streaming

Custom peds are spawned locally on every client within range:

  • Render distance: Config.Performance.pedRenderDistance (default 50m).
  • Cap per client: Config.Performance.maxRenderedPeds (default 25).
  • Optional: peds turn to face the closest player within pedFaceDistance (pedFaceOnApproach).

When a player walks away beyond the render distance, the ped is despawned and re-spawned on next approach.

Don't network them yourself

If another resource also spawns the same ped at the same coords with IsNetworked = true, you'll see two of them. The panel handles peds locally — keep the panel as the single source of truth.

Broken models

Some RDR2 models are technically valid but don't survive RedM's local ped pool — they disappear or fail to spawn. The panel marks them automatically; pick a non-broken one.

Released under a commercial license. Documentation released under MIT.