Personify
In-game NPC editor: build NPCs with a live 3D preview, test them next to you in your save, and publish a ready-to-upload Personnel NPC pack.Changelog
All notable changes to Personify are documented here. This project adheres to Semantic Versioning.
[2.3.0] - 2026-11-05
Added
- Start a new NPC as a copy of a town NPC: their look, clothing and role come along, name and routine are new.
- Edit a town NPC directly. Your version replaces them in every save and keeps their name, routine and contacts.
- When you add a card, choose whether it joins as a new NPC or replaces a town NPC. The cards tab can change it.
- Cards in your game can be remixed as a new project, also those from NPC Vault and NPC Cards.
Changed
- Needs Personnel 2.6.0.
[2.2.2] - 2026-11-04
Fixed
- The problems list warns when a routine step points at a seat or building the game doesn't have. A click jumps to the step.
- Routine map pins show for seat paths that differ only in case or give just the end of the path.
[2.2.1] - 2026-11-03
Fixed
- Personify loads without Side Hustle installed. The phone app works; the editor still opens only from the Side Hustle hub.
[2.2.0] - 2026-11-02
Added
- New role: Police. The NPC joins the station as one more officer and keeps its look.
- A schedule on a police NPC shows a warning, because officers follow the station instead.
Changed
- Needs Personnel 2.5.0.
[2.1.4] - 2026-11-01
Changed
- Needs Personnel 2.4.6, which skips schedule steps into buildings no NPC can enter.
- The Side Hustle hub shows the Personify icon.
- Building markers sit at a door NPCs can use. This moves the markers of the Chinese Restaurant, North Warehouse, Sauerkraut Supreme and Shooting Range.
Fixed
- Buildings no NPC can enter, like the Pawn Shop, are no longer offered for schedules. An existing step into one shows a warning.
[2.1.3] - 2026-10-31
Changed
- Needs Personnel 2.4.4, the first version MLVScan 2.1.7 does not disable.
Fixed
- Very tall NPCs keep their head on the card: anyone taller than the chart is drawn smaller to fit.
[2.1.2] - 2026-10-31
Fixed
- Cards converted from another mod now show their original author in the vault list.
[2.1.1] - 2026-10-31
Fixed
- Making a card right after opening a project no longer hangs while contact pictures are still drawing.
- Cards and contact pictures show big, tiny and missing heads. Hair no longer goes wrong on the NPCs after them.
- Custom body pictures stay in their list position in the editor and on cards. They no longer vanish under underwear or clothing.
Changed
- Needs Personnel 2.4.2. Update it along with the mod.
[2.1.0] - 2026-10-29
Added
- Share NPCs as cards: "Create card" in the NPC header saves the NPC as an image.
- NPC Vault tab on the start page: browse personify.doomods.com, install a card or publish your own.
- Remix a card into a new project. The card keeps the credit of the original author.
Changed
- Needs Personnel 2.4.0. Update it along with the mod.
[2.0.1] - 2026-10-29
Fixed
- New NPCs appear in the world. Before, only copies of older NPCs did.
[2.0.0] - 2026-10-29
Added
- New editor: four areas (Look, Role, Routine, Relations), a live 3D preview, undo and redo, and edit several NPCs at once.
- Test puts you in a save of your choice, right next to your NPC.
- Phone app: set an NPC's start point and route steps where you stand, and see a look on the live NPC.
- NPCs can be civilians, customers, dealers or suppliers. Customers unlock through the contacts you pick.
- Installed packs: switch them on or off, or remove them, from the editor's start page.
Changed
- Your work lives in projects: saved as you go, with a history to step back to. Import turns a pack into a project.
- Publish builds a Thunderstore-ready zip under
UserData/Personify/Exports. - Needs Sideload 1.36.0 and Personnel 2.3.0. Update both along with the mod.
Removed
- Custom PNG layers from
UserData/Personify/Import. Tattoos come from the game or from Inkorporated packs, made with Inkubator.
[1.5.0] - 2026-10-28
Added
- Customers can start locked: set Unlock to "With a sample" and pick their contacts. Once you know a contact, a free sample opens them, like vanilla customers.
- The contact picker lists every NPC in town by area. Load a save once after updating so the list fills.
[1.4.0] - 2026-10-15
Added
- New World tab: click the town map to set where an NPC starts the day and where it goes.
- Drag pins to move stops, undo mistakes, and see the whole day on a 24 h strip.
- Drive stops bring their own car, so exported NPCs drive with only Personnel installed. Pick it under "Car".
- Duplicate copies an NPC with its look and day plan.
Fixed
- NPCs made with Personify are visible again on game 0.4.7.
- Pickers hide avatar parts the game no longer has.
Changed
- Needs S1API 3.2.1, up from 3.1.1. Update it along with the mod.
[1.3.0] - 2026-08-13
Added
- Advanced now reaches every value the game's own NPCs use: gender as a slider, eyebrow angle from -15 to 15, thickness up to 4, resting height from -2 to 2.
- Eyelid colour can be set by hand: turn off "Eyelids follow skin" in Advanced and each eye gets its own row.
- Layer tints carry an opacity channel, so a face detail can sit at part strength the way vanilla's freckles do.
- Experimental adds unclamped body and face sliders: gender -3 to 4, height up to 4x, and eyebrow rails far past anything vanilla uses.
Fixed
- Eyelids take the skin colour. They stayed on the default tan, so a dark-skinned NPC ended up with pale lids.
- The censor layer takes its tint from the skin colour, and the underwear swaps when you change the gender.
- Face layers land in the slots the game reads them from. A freckle or eye-shadow layer could take the facial-hair slot, where the game draws it in the hair colour.
- A new face layer arrives black instead of white, which is how every stock NPC tints mouths, facial hair and detail layers.
- Upper and lower eyelid stay apart in Advanced. One slider per eye used to set both to the same value and lose what the Character tab had set.
[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.
[1.0.1] - 2026-07-10
Not released. The tag points at the same commit as 1.1.1; there is no GitHub release and no Thunderstore version under this number.
[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.
