Schedule I
Install with App

Details

Latest version
2.3.0
Last Updated
First Uploaded
Downloads
1.7K
Likes
1
Size
691KB
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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.
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