Personnel

版本 v2.2.0·更新於 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.

模組介紹 作者原文

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.

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

LavaGang-MelonLoaderifBars-S1API_Forked

檔案與校驗

檔案名稱
Personnel-2.2.0.zip
檔案大小
194.3 KiB