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Getting Started

  1. Install MelonLoader 0.7.3+ for Schedule I.
  2. Install S1API (ifBars/S1API_Forked) - its DLLs go in Mods/ and Plugins/ per its own instructions.
  3. Drop Personnel.dll into your …/Schedule I/Mods/ folder. (A Thunderstore mod manager like r2modman/Gale pulls MelonLoader + S1API in automatically.)

See the format instantly: the bundled example pack

Section titled “See the format instantly: the bundled example pack”

Personnel ships a small example pack, off by default. Turn it on to get two working NPC definitions plus a manifest template to copy:

  1. Set LoadExamplePack to true in …/Schedule I/UserData/MelonPreferences.cfg under [Personnel_01_Main].
  2. Restart the game.
  3. Look in …/Schedule I/UserData/Personnel/Packs/Examples/ - a complete pack you can copy.

(Enabling it never overwrites an existing Examples folder, so your edits are safe.)

The MelonLoader console/log lists every pack with the ids it provides:

[Personnel] Pack 'Examples' (Personnel Examples): 2 NPC(s) [examples_pale, examples_ashen].
[Personnel] Personnel 1.0.0 - 2 NPC def(s) from packs (2 total).

Those ids (examples_pale, …) are what consumer mods reference - see API Reference.

  • No code, comfortable: use the in-game editor Personify - design the NPC live on the menu character, hit Export, and copy the exported Personnel/Packs/<name> folder into UserData/Personnel/Packs/.
  • No code, by hand: copy the example pack and edit its manifest.json - see Pack Format.
  • From a mod: reference Personnel.dll and spawn definitions as real S1API NPCs - see API Reference.

Personnel only provides the definitions (and realises their appearance). It does not place NPCs into the world by itself - that is the consumer mod’s job (schedules, dialogue, spawn points). If you install only Personnel + a pack and nothing consumes it, nothing visibly changes in-game; the definitions just load.