Source-checkedLibraries & compatibility

Personnel

by DooDesch · for Schedule I

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.

1.4KDownloads
1d agoLast updated
BepInExLoaders
ThunderstoreSource

About Personnel

From Thunderstore

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.

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.

Version Game MelonLoader S1API

Polyfill

MLVScan Personnel.dll

A pack NPC next to the car he drove across town

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, dealer or supplier economy, a police officer role, 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).

Screenshots

A pack NPC driving his own car through town

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/<PackName>/; 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

DooDesch API License - build on the API, do not copy the code. See LICENSE.md.

This mod is written with help from generative AI tools (Anthropic Claude, OpenAI Codex).

If you have fun with it, a like on the Thunderstore page really helps other people find it (thumbs up next to Download, you need to be logged in) - ty either way, and lemme know if anything breaks or you've got ideas

Highlights

From source data

Loaders

Runs on BepInEx.

Footprint

Rated a light load on a server.

Dependencies

Needs 2 other projects installed alongside it.

Personnel on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server type needed
BepInEx
Server load
light
Latest build
2.5.1, released 2026-11-02

Game versions by loader

LoaderGame versionsNewest
BepInEx

From 19 recorded builds of Personnel.

Recent builds

BuildReleasedGame versionsLoaders
2.5.12026-11-02n/aBepInEx
2.5.02026-11-02n/aBepInEx
2.4.62026-11-01n/aBepInEx
2.4.52026-10-31n/aBepInEx
2.4.42026-10-31n/aBepInEx
2.4.32026-10-31n/aBepInEx

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

What kind of mod it is

From the catalog
Listed on Thunderstore as “Content”

Libraries & compatibility

Foundations and fixes other mods build on. Usually installed because something else needs it.

Compatibility

Game
Schedule I
Loaders
BepInEx
Requires
One-click install needs a BepInEx server. 2 other projects installed alongside it.

Verified at the source

  • ✓ThunderstoreOfficial listing, checked 2026-11-03Open ↗
  • ✓AuthorDooDesch, as published on Thunderstore
  • ✓LicenseNot published by the sourceFree

Personnel, answered

Generated from the mod’s own source data.

Which loaders does it support?

BepInEx.

Is it free?

Yes. Personnel is free to download from Thunderstore.

How do I add it to my Nxeon server?

NxLabs doesn’t install Schedule I mods for you. Download Personnel free from Thunderstore.

NxLabs

Run Personnel on a Schedule I server.

Free to download from Thunderstore.