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Personify

In-game NPC editor: design body, face, hair, clothing and tattoos live on the menu character, then export a ready-to-publish Personnel NPC pack.

Date uploaded a week ago
Version 1.2.2
Download link DooDesch-Personify-1.2.2.zip
Downloads 83
Dependency string DooDesch-Personify-1.2.2

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3
ifBars-S1API_Forked-3.1.1 icon
ifBars-S1API_Forked

S1API is an open source collaboration project to help standardize Schedule One modding processes. The goal is to provide a standard place for common functionalities so you can focus on making content versus reverse engineering the game.

Preferred version: 3.1.1
DooDesch-SideHustle-1.0.0 icon
DooDesch-SideHustle

A main-menu hub that lists installed gamemode mods and launches them without a savegame.

Preferred version: 1.0.0

README

Personify - In-Game NPC Editor for Schedule I

🛟 Need help or found a bug? Get support at support.doodesch.de/personify.

Design custom NPCs live in-game - body, face, hair, clothing, tattoos - previewed on the menu character, and export a ready-to-publish Personnel NPC pack. Runs as a Side Hustle gamemode, right from the main menu.

Version Game MelonLoader S1API

What it does

  • Live preview on the menu character - rotate, zoom, compare against the base human.
  • Character mode mirrors the vanilla character creator; Advanced mode opens the full avatar surface: stacked layers, custom PNG imports, per-layer visibility and tint.
  • Inkorporated tattoos: if Inkorporated is installed, its tattoo packs appear in the tattoo picker; chosen art is copied into your pack so exports stay self-contained.
  • One-click export to a complete Personnel pack, wrapped Thunderstore-ready (manifest, README, LICENSE). Drop the pack into UserData/Personnel/Packs/ to test; upload the wrapper to publish.

Still a young mod: the main flows are verified in-game, but the breadth of combinations has not yet seen extended real-world testing - it will mature over the coming releases. Reports at support.doodesch.de/personify directly shape the next version.

Requirements

  • Schedule I (IL2CPP) with MelonLoader 0.7.3+.
  • S1API and Side Hustle (pulled in as dependencies).
  • Optional: Personnel (to see your NPCs in the world) and Inkorporated (tattoo packs in the editor).

Usage

Main menu -> Side Hustle -> Personify. Create a project, add NPCs, design them, hit Export. The export lands in UserData/Personify/Exports/<name>/ and the folder opens automatically. Custom PNG layers go into UserData/Personify/Import/ first, then "+ Add custom layer" in Advanced mode.

Full guide on GitHub.

License

MIT. See the included LICENSE.md.

CHANGELOG

Changelog

All notable changes to Personify are documented here. This project adheres to Semantic Versioning.

[1.2.2] - 2026-08-01

Changed

  • Runs on Schedule I 0.4.6f11.
  • Needs S1API 3.1.1, up from 3.0.5. Update it along with the mod.

[1.2.1] - 2026-07-27

Fixed

  • Clothing no longer sticks between characters. Building several NPCs in a row could leave a garment from an earlier one on the new character: the game clears only six of its eight avatar layer slots, so an NPC with more layers than that strands its clothing where the next NPC inherits it.
  • Layers no longer look darker than they should. The same leak could composite one layer several times over, which read as a tint that nothing in the editor removed.
  • A layer no longer vanishes without explanation. Past eight body layers the game silently drops one; the surplus is now dropped deliberately and named in the log.
  • Two NPCs that each import a PNG with the same filename no longer share one texture. Custom layer paths were derived from the filename alone, so the second NPC rendered the first one's image.

[1.2.0] - 2026-07-23

Added

  • Inkorporated tattoo packs now show up directly in the Advanced tab's face and body layer pickers, grouped by pack - face-placement tattoos in the face picker, everything else in the body picker. Picking one copies the PNG into your NPC pack, so exports stay self-contained (same behaviour as the Character tab's tattoo button, which previously was the only place they appeared).

Fixed

  • Tattoo packs installed while the game is running are picked up the next time the editor or a layer picker opens - the pack list is no longer read only once per session.

[1.1.2] - 2026-07-11

Changed

  • Hardened the release build to cut down on antivirus false positives. The published DLL no longer carries debug symbols or a local build path, and it now ships proper assembly identity (author, product, copyright). Packaging only - no gameplay changes.

[1.1.1] - 2026-07-10

Fixed

  • Released builds now compile the shared UI layer into Personify itself instead of silently borrowing it from SideHustle.dll, so a future Side Hustle update can no longer break the editor at launch.
  • The mod now reports its real version to MelonLoader (previous releases always said 1.0.0).

[1.1.0] - 2026-07-08

Added

  • Quick-pick chips for the game's standard clothing colours in the colour picker.

Changed

  • Clothing colour is easier to find: clothing rows now show a labelled "Colour" swatch.

[1.0.0] - 2026-07-06

Initial release.

Added

  • Side Hustle gamemode: full NPC editor at the main menu with live preview on the menu character (rotate, zoom, base-human comparison).
  • Character mode mirroring the vanilla character creator: gender, weight, skin, hair, mouth, facial hair, facial details, eyes, eyebrows, top/bottom, shoes, headwear, eyewear, tattoos.
  • Advanced mode: stacked face/body/accessory layers, custom PNG layer import, per-layer visibility and tint, extension blocks for consumer mods.
  • Inkorporated integration: installed tattoo packs are offered in the tattoo picker; chosen art is copied into the pack so exports stay self-contained.
  • One-click export to a complete Personnel pack, wrapped Thunderstore-ready (manifest.json, README, LICENSE, optional icon).
  • Auto-derived, duplicate-proof NPC ids (packname_npcname); duplicate names rejected at export.
  • Project management under UserData/Personify/Projects/ with autosave.