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Getting Started
DooDesch edited this page Jul 6, 2026
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- Install MelonLoader 0.7.3+ for Schedule I.
- Install S1API (ifBars/S1API_Forked) - its DLLs go in
Mods/andPlugins/per its own instructions. - Drop
Personnel.dllinto your…/Schedule I/Mods/folder. (A Thunderstore mod manager like r2modman/Gale pulls MelonLoader + S1API in automatically.)
Personnel ships a small example pack, off by default. Turn it on to get two working NPC definitions plus a manifest template to copy:
- Set
LoadExamplePacktotrue- in the Mod Manager & Phone App settings UI, or in…/Schedule I/UserData/MelonPreferences.cfgunder[Personnel_01_Main]. - Restart the game.
- Look in
…/Schedule I/UserData/Personnel/Packs/Examples/- a complete pack you can copy.
(Enabling it never overwrites an existing Examples folder, so your edits are safe.)
The MelonLoader console/log lists every pack with the ids it provides:
[Personnel] Pack 'Examples' (Personnel Examples): 2 NPC(s) [examples_pale, examples_ashen].
[Personnel] Personnel 1.0.0 - 2 NPC def(s) from packs (2 total).
Those ids (examples_pale, ...) are what consumer mods reference - see API Reference.
-
No code, comfortable: use the in-game editor
Personify - design the NPC live on the menu
character, hit Export, and copy the exported
Personnel/Packs/<name>folder intoUserData/Personnel/Packs/. -
No code, by hand: copy the example pack and edit its
manifest.json- see Pack Format. -
From a mod: reference
Personnel.dlland spawn definitions as real S1API NPCs - see API Reference.
Personnel only provides the definitions (and realises their appearance). It does not place NPCs into the world by itself - that is the consumer mod's job (schedules, dialogue, spawn points). If you install only Personnel + a pack and nothing consumes it, nothing visibly changes in-game; the definitions just load.