5. Tattoos
These are real GTA V tattoos: ped decorations, applied with
AddPedDecorationFromHashes. Different from the decals_1 / decals_2 clothing
component, which is a printed graphic on the torso garment and is offered
separately on the IDENTITY and DETAILS steps.
Config.Tattoos
Section titled “Config.Tattoos”One entry per zone. GTA has no separate “back” zone, so back pieces live in the torso zone. One tattoo per zone.
| Field | Notes |
|---|---|
zone |
torso, head, left_arm, right_arm, left_leg, right_leg |
label |
Zone heading shown in the creator |
camera |
Which Config.Scene.creator shot to frame this zone in |
items[].label |
Your own note. Not shown to the player — the creator numbers every picker, so a zone offers STYLE 1, STYLE 2 … in list order, with 0 as bare skin. Keep it: it is how you know which line you are editing |
items[].collection |
The decoration collection the overlay lives in |
items[].m / .f |
The overlay name for that sex. Leave one out and the entry is not offered to that sex |
The order of the list is the order of the numbers, so moving a line moves a design for every character not yet created.
Names must match the game exactly — an unknown name does not error, it silently
draws nothing. Check anything you add with /cctattoo <collection> <overlay>.
Config.TattooSets
Section titled “Config.TattooSets”Starter sets, shown as thumbnails at the top of the TATTOOS step. The numbers
index the items list of that zone; a zone left out is cleared by the set.
Config.TattooPreview
Section titled “Config.TattooPreview”What the character wears while the TATTOOS and APPEARANCE steps are open — vanilla freemode underwear and bare feet, so the ink is visible. Nothing here is saved; the player’s own clothes go back on when they leave the step.
Any key listed is overridden, any key left out is untouched — so this is also
where to add helmet_1 = -1 or correct the numbers if your server streams custom
clothing that shifts the base drawables.
