Personnel

v2.2.0·Updated 2026-08-13

The NPC framework for Schedule I. NPC packs as plain folders - spawn points, daily schedules, customer/dealer economy, contacts - spawned as real networked, saved NPCs. No code needed.

About this mod Author’s original text

Personnel - Custom NPCs for Schedule I

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

The NPC framework for Schedule I. NPC packs are plain folders - spawn points, daily schedules,

customer/dealer economy, relationships, contacts - and Personnel spawns them as real S1API NPCs:

networked, saved, walking their routines. Since 2.0, no mod code needed at all.

What it does

  • NPC mods without code. A pack's manifest.json can carry everything: spawn point and region,

a daily schedule (walk routes, buildings, seats, vending machines, slot machines, dialogue spots,

car trips), customer or dealer economy, inventory, relationships and contact presentation. Set

"autoRegister": true and Personnel spawns the NPCs as real world NPCs on its own.

  • Real S1API NPCs, not props - prefab, networking, save/load and mugshot handled by S1API, the

same machinery hand-coded NPC mods use.

  • Physical or contact-only. Most roster NPCs can stay phone contacts (near-zero cost); only the

ones that should walk the world are physical. Big packs stay fast, also on Steam Deck.

  • Deep appearance: body, skin, hair, face, eyes, eyebrows, clothing, accessories and custom PNG

layers (e.g. tattoos). Design packs live in-game with Personify.

  • Coordinates from the console. The game shows none, so personnel pos 07:30 hands you a

finished walkTo action for the spot you are standing on, personnel spawn a full spawn block,

and personnel route collects a whole day's route. Everything lands on your clipboard.

  • Stable, save-safe NPC ids with rename escape hatches (packId, saveId).

Requirements

  • Schedule I (IL2CPP) with MelonLoader 0.7.3+.
  • S1API (pulled in as a dependency).

Using it

Install Personnel plus any NPC pack or NPC mod that depends on it. Packs live in

UserData/Personnel/Packs//; on startup the log lists each pack with its NPC ids and how

many were auto-registered. In co-op, everyone needs the same packs installed - the same rule as for

mods.

Want a template? Set LoadExamplePack to true (UserData/MelonPreferences.cfg under Personnel_01_Main) and restart - a small example pack is

dropped into Packs/Examples, including an NPC with a spawn point and daily schedule to copy.

For pack authors and developers

Every manifest block (spawn, schedule, customer, dealer, inventory, relationships, contact) is

documented on the

Pack Format wiki page.

Mods can still bring pack NPCs in with one tiny subclass:

public sealed class PaleNpc: Personnel.PersonnelNpc

{

protected override string DefId => "examples_pale";

}

var npc = new PaleNpc(); // spawns a fully networked, saved S1API NPC from the pack definition

Full pack format, API reference and examples on

GitHub.

Settings

  • LoadExamplePack (default false) - drop the bundled example pack on disk as a template.
  • EnableAutoRegister (default true) - kill switch for pack auto-registration.

Editable in UserData/MelonPreferences.cfg.

License

MIT. See the included LICENSE.md.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

LavaGang-MelonLoaderifBars-S1API_Forked

File & checksum

Filename
Personnel-2.2.0.zip
File size
194.3 KiB