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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.

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>.

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.

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.