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Personify

Latest release1.2.2
DownloadGitHub · Thunderstore
RequiresMelonLoader 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.

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.

  • 📖 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.
  • 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.
ComponentVersion / Source
Schedule IIL2CPP (current Steam public build)
MelonLoader0.7.3+
S1APIifBars/S1API_Forked
Side HustleDooDesch-SideHustle - hosts the editor as a gamemode
Personneloptional at edit time - packs are file-coupled; install it (or any consumer) to see your NPCs in the world
Inkorporatedoptional - unlocks its tattoo packs inside the editor

Install with r2modman / Gale from the Schedule I community; dependencies (MelonLoader, S1API, Side Hustle) are pulled in automatically.

  1. Install MelonLoader 0.7.3 for Schedule I.
  2. Install S1API and Side Hustle.
  3. Drop Personify.dll into your Schedule I Mods/ folder.
  1. Main menu -> Side Hustle -> Personify.
  2. Create a project (this becomes your pack name) and add NPCs with + Add NPC.
  3. Design in Character mode; switch to Advanced for layers, custom PNGs and extensions.
  4. Export writes the pack to UserData/Personify/Exports/<name>/ and opens the folder.
  5. Copy the inner Personnel/Packs/<name> folder into UserData/Personnel/Packs/ to test locally, or upload the whole export to Thunderstore (add a 256x256 icon.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.

No settings. Projects are stored under UserData/Personify/Projects/, exports under UserData/Personify/Exports/.

  • DooDesch - mod author.
  • ifBars/S1API - the modding API this is built on.

Provided as-is under the MIT License.