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Troubleshooting
- Check the MelonLoader console/log. Every pack logs a line; a broken one logs a warning naming the file:
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manifest has no 'npcs' array- the JSON root must contain"npcs": [ ... ]. -
failed to read manifest.json- invalid JSON (trailing comma is the usual suspect). -
an NPC entry has no 'name'- every NPC needs aname.
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- The folder must be
UserData/Personnel/Packs/<YourPack>/manifest.json- one folder per pack, manifest at the folder root.
That is expected with only Personnel installed - it is a library. Something has to consume the definitions: a mod using PersonnelNpc, or any released mod that lists your pack's ids. See Getting Started ("What Personnel does NOT do").
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no definition '<id>' found- the pack is not installed or the id is wrong. Ids are DERIVED (packname_npcname, lowercased,_-collapsed) - check the startup log for the exact strings; a manifestidfield is ignored. See Pack Format. -
DefIdmust be a compile-time constant - it is read from an uninitialized instance, so returning a field set in your constructor yields null. - Spawn after a save is loaded, on the host.
Your PNG is a full UV-space texture, not a centered sticker - see Custom PNG Layers. Also check the
layer list: faceLayers files go to the face mesh, bodyLayers files to the body mesh.
They need Personnel and the same pack installed - custom layers travel as resource paths, not textures. See Multiplayer and Saves.
LoadExamplePack requires a game restart after enabling, and it never overwrites an existing
Packs/Examples folder - delete that folder if you want a fresh copy.
🛟 Get support at support.doodesch.de - include your MelonLoader log (
…/Schedule I/MelonLoader/Latest.log) and the pack'smanifest.json.