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.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.
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.
