Personify
| Latest release | 1.2.2 |
| Download | GitHub · Thunderstore |
| Requires | MelonLoader 0.7.3, S1API Forked 3.1.1, SideHustle 1.0.0 |
🛟 Need help or found a bug? Get support at support.doodesch.de/personify.
Design custom NPCs live in-game - body, face, hair, clothing, tattoos - preview them on the menu character, and export a ready-to-publish Personnel NPC pack. Runs as a Side Hustle gamemode, right from the main menu.
Project status
Section titled “Project status”Personify is still a young mod. The main flows - designing, live preview and export - are verified in-game, but the sheer breadth of combinations (every layer, pack size and setup) has not yet seen extended real-world testing. Expect it to mature over the coming releases; if something misbehaves, a report at support.doodesch.de/personify directly shapes the next version.
Documentation
Section titled “Documentation”- 📖 Personnel wiki - the framework the exported packs run on: pack format and id rules, the consumer API, custom PNG layer authoring (UV alignment), multiplayer, troubleshooting.
- This README is the full guide to the editor itself.
Features
Section titled “Features”- Live preview. Every change is applied instantly to the menu character - rotate, zoom, and compare against the base human.
- Character mode mirrors the vanilla character creator: gender, weight, skin, hair, mouth, facial hair, facial details, eyes, eyebrows, top/bottom, shoes, headwear, eyewear, tattoos.
- Advanced mode opens the full avatar surface: stacked face/body/accessory layers, custom PNG layers imported from disk, per-layer visibility and tint, and extension blocks for consumer mods.
- Inkorporated integration. If Inkorporated is installed, its tattoo packs are offered directly in the tattoo picker; chosen art is copied into your pack, so the export stays self-contained.
- One-click export. Writes a complete Personnel pack (manifest + PNGs) wrapped Thunderstore-ready
(manifest.json, README, LICENSE) - drop the pack into
UserData/Personnel/Packs/to test, upload the wrapper to publish. - Duplicate-proof ids. NPC ids are derived automatically as
packname_npcname; the editor rejects duplicate names at export.
Requirements
Section titled “Requirements”| Component | Version / Source |
|---|---|
| Schedule I | IL2CPP (current Steam public build) |
| MelonLoader | 0.7.3+ |
| S1API | ifBars/S1API_Forked |
| Side Hustle | DooDesch-SideHustle - hosts the editor as a gamemode |
| Personnel | optional at edit time - packs are file-coupled; install it (or any consumer) to see your NPCs in the world |
| Inkorporated | optional - unlocks its tattoo packs inside the editor |
Installation
Section titled “Installation”Recommended: a Thunderstore mod manager
Section titled “Recommended: a Thunderstore mod manager”Install with r2modman / Gale from the Schedule I community; dependencies (MelonLoader, S1API, Side Hustle) are pulled in automatically.
Manual
Section titled “Manual”- Install MelonLoader 0.7.3 for Schedule I.
- Install S1API and Side Hustle.
- Drop
Personify.dllinto your Schedule IMods/folder.
- Main menu -> Side Hustle -> Personify.
- Create a project (this becomes your pack name) and add NPCs with + Add NPC.
- Design in Character mode; switch to Advanced for layers, custom PNGs and extensions.
- Export writes the pack to
UserData/Personify/Exports/<name>/and opens the folder. - Copy the inner
Personnel/Packs/<name>folder intoUserData/Personnel/Packs/to test locally, or upload the whole export to Thunderstore (add a 256x256icon.png).
Custom PNG layers: drop PNGs into UserData/Personify/Import/, then use ”+ Add custom layer” in
Advanced mode. A layer PNG is a full UV-space texture (like Inkorporated tattoos) - opaque pixels
land where the UV region of that body part sits; the
authoring guide
covers alignment and sizes.
Tips:
- The eye toggle on a layer (Advanced) hides it from the live preview AND the export without deleting it.
- The id shown under the Name field (
packname_npcname) is derived automatically and is exactly what consumer mods reference; renaming an NPC changes its id. - Base human at the bottom toggles the untouched character for comparison.
- Consumer-specific panels (e.g. a Backrooms binding) appear in Advanced only when that mod is installed - plain pack authors never see them.
- Projects are self-contained folders (
Projects/<name>/incl. imported PNGs) and safe to copy between machines.
Configuration
Section titled “Configuration”No settings. Projects are stored under UserData/Personify/Projects/, exports under
UserData/Personify/Exports/.
Credits
Section titled “Credits”- DooDesch - mod author.
- ifBars/S1API - the modding API this is built on.
License
Section titled “License”Provided as-is under the MIT License.