Schedule I
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DooDesch-Personify-1.2.2
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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.

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