Ped Decorations
Find any GTA V tattoo, badge or decal, see it on a ped, and copy the collection and overlay hashes for AddPedDecorationFromHashes.
Ped Decorations lists all 3,373 tattoos, badges and t-shirt decals the game defines, from the base game and every DLC pack. Each one shows its artwork, a picture of it on a freemode ped, and the two hashes you need to apply it.
What it is for
AddPedDecorationFromHashes wants two hashes: a collection and an overlay. Nothing in game tells you what either of them is called, and the names are not guessable (mpbiker_overlays plus MP_MP_Biker_Tat_001_F). This page is the list, with a picture so you know what you are about to apply.
Finding a decoration
Type anything into the search box: the overlay name, the shop name the game gives it (“Demon Rider”, “Ship Arms”), the collection, or the texture dictionary. Then narrow it down:
| Filter | What it does |
|---|---|
| Collection | One DLC pack’s overlay file, for example Bikers or Beach Bum |
| Zone | Torso, head and neck, left or right arm, left or right leg |
| Ped | Male, female, or entries that work on either |
| Kind | Tattoo, or badge and decal (t-shirt prints and crew badges) |
Your filters and the decoration you picked live in the address bar, so you can paste a link and the other person lands on the same one.
The panel
Clicking a picture opens the detail panel. It has:
- The artwork on its own, trimmed to the part of the texture sheet that is actually used.
- The ped picture: the same decoration drawn on a freemode ped, framed on its zone, so you can see where it lands before you load the game.
- Overlay, collection, pack, zone, ped and kind, plus the texture dictionary and texture name.
- Both hashes as unsigned, signed and hex, all one click to copy.
- The shop price, when the game sells that one in a tattoo shop.
- Ready Lua, on four tabs.
Applying one
local ped = PlayerPedId()
-- collection first, then the overlay name
AddPedDecorationFromHashes(ped, `mpbeach_overlays`, `MP_Bea_M_Back_000`)The backticks are FiveM’s hash literals. The native wants the joaat of each name, not the string. If backticks are not an option, the panel also gives the plain numbers:
AddPedDecorationFromHashes(ped, -1719270477, 1056297333)
-- same thing, hashed at runtime
AddPedDecorationFromHashes(ped, GetHashKey("mpbeach_overlays"), GetHashKey("MP_Bea_M_Back_000"))Tip
Store the two strings, not the hashes, in your character data. They are readable in a database dump and you can hash them again any time.
Taking them off
local ped = PlayerPedId()
ClearPedDecorations(ped) -- everything, scars included
ClearPedDecorationsLeaveScars(ped) -- keep scars, drop tattoos and decalsThere is no native for removing a single decoration. Clear them all and reapply the ones you want to keep, which is why most scripts hold the player’s tattoo list server side.
Applying a set
local tattoos = {
{ collection = "mpbeach_overlays", overlay = "MP_Bea_M_Back_000" },
{ collection = "mpbiker_overlays", overlay = "MP_MP_Biker_Tat_000_M" },
}
local function applyTattoos(list)
local ped = PlayerPedId()
ClearPedDecorations(ped)
for _, t in ipairs(list) do
AddPedDecorationFromHashes(ped, GetHashKey(t.collection), GetHashKey(t.overlay))
end
end
applyTattoos(tattoos)Call that again after every model change, respawn and clothing menu that rebuilds the ped. Decorations do not survive SetPlayerModel.
Things to watch out for
Warning
The order of the two hashes matters. Collection first, overlay second. Swapping them does nothing at all and reports no error.
- Male and female entries are separate. Most tattoos ship twice, ending in
_Mand_F, with slightly different placement. Applying the male one to a female ped puts it in the wrong place. - DLC collections need the game build. A collection from a newer pack only exists on a server running a build that includes it. Set
sv_enforceGameBuildaccordingly. - Crew emblem overlays have no picture. They point at a texture the game builds at runtime from the player’s crew, so there is nothing to show and nothing to extract.
- A few entries have no ped picture. They sit outside the parts of the ped we draw, so only the artwork is shown.
Placing your own artwork
Every panel has a link into the 3D Tattoo Editor opened at that decoration’s zone, position, scale and rotation. Drop your own image on top and you get an overlay that sits exactly where the game tattoo sits.
Where the data comes from
The collections, placements and hashes are read out of the game’s own PedDecorationCollection files. The artwork is each decoration’s texture, and the ped pictures are rendered by us on our own conversion of the freemode ped. Nothing on this page is taken from another site.
