Bring real consequences, craving loops, and fully configurable substance dependency to your RedM RP server with GRX Addictions — a lightweight addiction/withdrawal system built for immersive 1899-era gameplay and medical roleplay.
GRX Addictions is a standalone system that tracks a player’s Addiction and Need levels across multiple substances. Using items (alcohol, weed, opiates, stimulants, etc.) can reduce the need temporarily while increasing long-term addiction. Once a player crosses the threshold, they become addicted, and the system will periodically increase their need until withdrawal effects kick in.
Multi-addiction support out of the box
Includes configs for: Weed, Alcohol, Opium, Cocaine, Heroin, Prescription Meds, Meth (fully editable)
Config-driven items & cures
Define which consumables increase addiction, how much they reduce cravings, and which “cures” help detox.
Withdrawal effects system
Custom screen effects, camera shake, motion blur, timecycle modifiers — all adjustable per addiction.
Immersive treatment gameplay
Perfect for doctor roleplay, clinics, rehab programs, and long-term character arcs.
Player UI included
Simple command-based UI (/addictions) to view current addiction + need levels.
Persistent saving
Saves addiction states to a JSON file so players keep their progress across restarts.
Performance friendly
Uses a configurable cooldown tick (default 45 minutes) rather than constantly running heavy loops.
Works on both major RedM frameworks and supports the big inventory ecosystems:
✅ RSGCore
✅ VORPCore
✅ ox_inventory
✅ rsg-inventory
✅ vorp_inventory
Consequences for constant drinking/tonic popping
Black market / narcotics storylines
Medical treatment systems with real purpose
Rehab programs, clinic pricing, withdrawal roleplay
A “slow burn” progression system that rewards restraint
System does not integrate into or require a HUD - standalone UI system.
Video preview: coming soon.