#How can we make modding better?

1 messages · Page 1 of 1 (latest)

limber pivot
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Official mod support has been out for nearly a month now, along with our dedicated ModKit, designed to make modding in inZOI easier and more intuitive. We’ve also uploaded guide videos to our YouTube channel and released comprehensive, Wiki-style documentation on our website.

Still, many players find modding too intimidating and stick to downloading mods created by others. From the beginning, our goal has been to make the act of creation easy and accessible—regardless of a player’s technical experience.

Our various in-game creation tools were the first step toward that goal. Now, with even greater possibilities through modding, we hope it becomes just as approachable—especially for those who’ve never considered trying it before.

Early usage stats for the ModKit have been encouraging. Engagement is strong for this early stage of mod support. That said, modding still hasn’t quite reached what we would call mainstream. We believe many more players could give it a try—and discover that it’s easier and more fun than they expected.

So here’s today’s question for you all:
What’s the one thing we could do—or improve—to make modding more approachable for beginners and experts alike?

If you’ve tried the ModKit, we’d especially love to hear what you think its biggest shortcoming is. For experienced modders, what can we do to improve your experience? For beginners curious about modding but still find it intimidating, what could we do to make it feel more accessible for you?

As mentioned in our first post, we ask that everyone stick to just one idea per comment (feel free to leave more than one comment if you need!). This helps us track which ideas resonate most with the community through the number of likes on each comment.

We’re excited to hear your thoughts!

mystic hedge
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**please be nice to the devs Doodle_Heart **

lilac ocean
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Allow editing of game files - While the Modkit is fantastic, in order to see modding in this game reach its true potential & allow for third party modding tools to be developed that go beyond what we'd expect the Modkit to support, I think it would be beneficial to allow modders to edit game files.
We all saw how passionate the community was around this issue in regards to Denuvo, but current ToS has essentially brought those guardrails back which was disappointing to see after the devs promised to foster the community's creativity by allowing third party tools & file access

spring isle
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Hello! I am a somewhat experienced modder and I am loving the modkit! I do think it would be nicer to have more resources available to use as templates such as textures, animations, outfits, etc.

And yes, I agree that we should be allowed to edit the game files.

tepid fox
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I think being able to create scripted mods and modify game files would improve modding by a ton. For my personal taste there's enough modded clothes around for now. I crave some script mods like behavior tweaks etc.

uneven wigeon
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For more advanced mods, we need permission to use UE4SS and other runtime injection techniques to create more intricate mods. The non-modifiable content clause of the mod policy and not being allowed to modify source seems to be pushing away more advanced modders

zenith atlas
inland dagger
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I would love to be able to edit more of the json files. Certain things are still locked when you try to edit them

dusk crest
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I am a beginner. I tried in vain to change in-game textures and couldn't find a way to do it. I thought I was too stupid for it, even though I have previous experience with other games. Now I read in a comment above that it apparently isn't possible at all. I must have missed that.
Or did I misunderstand something again?

For me, adjusting textures is the basis of mods. I could tinker with it for days to fill a bookshelftexture with my own book titles.

So if it's possible, I would need a step-by-step guide.

Thanks again for this excellent game and your attention to us players.

daring plover
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Hello!
Please dont mind me if im talking nonsense. I had a very litle experience in modding in general and even less in the modding this game.
I am a software developer and it would be easier for me to code the things in text instead of using UI to adjust fields etc.

I struggled few days just for the test of what's possible, (also having some ideas in mind) trying to add new action in the computer, that would allow the player to write script by himself in a UI text editor in-game.
In the end i couldn't make a single custom action appear in the Actions menu. I dont know if i missed something on the way or it isn't possible.
I feel like the modding kit needs better documentation and tutorials. After more people get familiar with the modding, we could point out better what could be improved. I feel like modding of more advanced features right now is very complicated. I believe it could be reworked to be accessible in a more structured way. Maybe an API that can be invoked.
I would like to see an easier way to code everything instead of clicking. Dont know how realistic it is but text-based mod editor with auto-completion would help me a lot.

eager ice
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**Allow editing of game files - **I've read through the ToS and discussed with quite a few people about this. It's been said already but not being able to edit game files moves away a lot of modding potential and advanced modders from developing something big for the game and third party mods/tools will probably not exist should this limitation be upheld. Aside from Denuvo's performance risk, another main reason people wanted it gone was to be able to modify game files to allow making huge mods that could potentially even change how the game is played and maybe even give out amazing ideas for it to be implemented to the game. And yes, the current Modkit is very nice, I don't think its going to reach high levels of modding capability without that limit lifted.

If inZOI wants to foster a huge modding community, I believe they need to soften their limits and let them go wild.

brazen echo
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Think gameplay mods, that's what we need. If someone wants to add an alien apocalypse event to the game, let it happen. If someone wants to build a whole business system for the game, let it happen.

Clothing and all that is good, but we need more meat to make it great.

TLDR; Don't limit what the modding community should do, let it run wild and see the magic happen.

frank elk
scarlet flint
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Most important thing is: Stop to advertise modding in inZOI as 'fun and easy'.
Because it isn't - and it makes everyone who starts trying and - inevitably - fails, dumb and incapable and it belittles the efforts of experienced modders to get there.
I don't think anyone who actually can create mods with this mod kit would call it 'fun and easy' either, because they all remember how hard it was to learn.
Try to put someone with even a little experience to follow one of the tutorials (good luck finding a good one, not even the modding channel on this server is any helpful for beginners, just look through the posts) and look for yourself how many steps and knowledge are/is necessary to change just the slightest bit of an already existing ingame object, let alone creating something entirely new.
The 'tutorials' provided by inZOI are kind of useless for everyone. New modders can't follow them because they skip too many steps (they are only here to show how 'fun and easy' it is, I guess...) and experienced unreal engine modders already know all this stuff.
Then I suggest everyone who says it's 'fun and easy' takes a brief look at Sims4Studio.
Because that is really fun and easy (and intuitive!) with only a few steps you can export, edit and reimport objects, it's a joy!
QUOTE: 'We believe many more players could give it a try—and discover that it’s easier and more fun than they expected.'
It's a bit concerning what the player base experiences (also in other aspects of the game) and what of it is landing on Kjun's desk. I suggest surveys and polls if you're really interested what players think.
Solution: Create a beginner's tutorial (and then you'll see how much work it actually is trying to explain all of it and you see where the mod kit is lacking by yourself) and before you release it, ask a few people with little to no experience who followed it: "Was that fun and easy?" and only if they (honestly) say: "Yes!", call it 'fun and easy'.

brazen echo
# scarlet flint Most important thing is: Stop to advertise modding in inZOI as 'fun and easy'. B...

I agree, I tried following along with a video, for example the fridge video, Jesus... it has soo many steps just to add one item @_@;

Edit because slowmode:
I think we need to start from the basics, how to model, how to texture, how to import as FBX, then streamlining all these steps (a simplified version for beginners and an advanced version for experienced people) like: What kind of item you want to add, a fridge? ok, you need 2 models, feed me them. Ok, now, looks good? - yes - alright, name it, do you want to change the price and food it gives? - yes - ok, choose from the list which ones you want and the price to buy the fridge, done. Put a thumbnail or not, I can generate one for you if you need. Now that's simple. Instead of trying to find the connection between Narnia and Digimon with all the interconnections it currently needs xD

river sinew
cinder heath
ancient shale
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I’ve actually been really eager to dive into modding with the official ModKit — but I have to admit, it’s been a frustrating experience so far.

Before the official tools came out, I was able to successfully create and publish on canvas multiple mods using just the unofficial Blender add-on (which is what most creators are still using right now). That process felt way more intuitive and beginner-friendly.

With the ModKit, though, I’ve struggled even getting through the setup. The workflow feels fragmented and lacks step-by-step in-app guidance. Between multiple external tools, unclear error messages, and an overwhelming number of folders and metadata requirements, it’s hard to know where to start — or what went wrong if something fails. As someone who has experience in 3D modeling and modding, I still haven’t been able to publish a single working mod with the official tool yet.

🟢 Suggestion: A beginner-friendly “ModKit Lite” or Wizard with a fully guided workflow (like: select asset type ➡️ upload mesh/textures ➡️ auto-check compatibility ➡️ preview ➡️ publish) would go a long way in making the tool feel accessible. Sims4Studio is a great example of a user-friendly tool for modding, you should get some inspiration from it!

I believe in what you're building, but right now, the gap between “ModKit available” and “ModKit usable by the average creator” still feels too wide.

nocturne owl
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There is a gray underwear skin outline on the zoi when trying son some of the modded outfits that have been created. Minimize the gray area (make them pasties) to cover up adult areas in minimum form, or remove the gray outline as an option due to lots of outfits are unusable with the gray. Or make that gray default to the skin color that is chosen.

placid coral
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Tweak the tos so that creator can have a paywall period

Release the whole modding system and allow whatever they mod to be that no restriction on creativity

sincerely just a player who wants to support creators

foggy yarrow
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Hi there! 😊
I’m just starting to explore modding, and I have to admit—it’s way more complicated than I expected! Maybe it’s just me, but I’ve noticed that the Blender plugin doesn’t let me switch between creation options (like dress, top, furniture, etc.), and unfortunately, this happens no matter which version of Blender I use.

So if I want to create a new mesh, I first have to find the original mesh in the ModKit browser, export it, modify it in Blender, then export it again and import it back into the ModKit… and even then, it only works about half the time. I keep getting random errors with no clear explanation.

Also, when I search for meshes, I often see only fragments of objects—like just a fridge door instead of the full piece of furniture.

It would be amazing if things could be made a bit more beginner-friendly, with clearer step-by-step tutorials for each type of mod. That would really help new users like me get started with more confidence!😊

broken elm
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I'm a beginner.
I've tried making very small modding tweaks using tools like SimPE and even older ones for The Sims 1 - tools designed to change one specific thing in the game. They had very straightforward UIs and easy navigation.
In comparison, I find the Inzoi Modkit complicated. It doesn't show me what I'm editing, what my options are, or where I'm supposed to click to edit or add something. Some options are labeled with vague sentences that don't clearly explain what they do.
What would help is a system of categories that lets us change specific aspects of the game. For example, a 'Behavior' category that includes things like animations, reactions, etc. That way, we wouldn't have to scroll through data assets and rely only on the asset names, hoping to find what we need.

tawny cape
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Inzoi modkit needs better tutorials that explain in detail and step by step how to use the modkit to export meshes, import meshes, change the texture maps of a desired mesh that's already in the game (to allow for recolors, which is not allowed right now for some reason). Also tutorials to show explicitly how to install the plugins into maya and blender, because the installation guide in the documentation is rather poor or badly translated in the best case. The modkit as it's now it's not very beginner friendly, and from what I have seen people talk around, experienced moders are having trouble with it too, so better, well detailed tutorials would be my most important feature. Thank you guys for taking our feedback into consideration, it's appreciated.

formal lion
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From my limited experience with creating objects for InZoi, more complete documentation.

The documentation for objects that I saw at release was literally just "here's how to import your mesh and textures" that resulted in an object that wasn't compatible with the color wheel or materials library, and didn't allow for any variants. I'm not going to remake the same item 10+ times just to get different texture/color variations of it, and similarly, I (and I assume most players) don't want the catalog filled with hundreds of duplicates to work around this. I made one object and then immediately stopped because of this.

Likewise, what about all of the auxiliary data that goes along with an object? What if I want to add slots to a surface? (Or move/remove them?) Can we adjust the size of the object "footprint" if an item ends up significantly different in size? (or does it calculate this automatically?) How do we control placement rules in terms of if it's floor-standing, slottable, attached to the wall/ceiling? Does the game automatically calculate routing? Can we manually adjust routing if needed? Can I adjust positions at which Zois interact with items? There are so many extra bits and pieces that could need tweaking!

Obviously having a custom model and texture is the first step, but it's going to be very difficult to make content that properly functions and integrates into the game systems if we don't have any instruction (or even any mention) of how to do so. 😅

karmic crane
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I am not newbie but not a master either, I tried for 2 weeks straight to get a mod in your game, and have yet to succeed, there is little to no help in the chat or in the the support channels. No one to ask “hey where is this or that, or can you do this or that” . I bought this game specifically to mod for and I think I could bring a lot of cool things to your game but no one ever responds to me, or helps in anyway. I finally gave up and now have models from blender I made that just sit, waiting for someone to help. I would love to be able to upload and show off some of the things I want to do for InZOI.
If we could please get some one-on-one help chat, that would be very useful.
Someone mentioned how there are limits, maybe that is something I am facing.
I tried to make some really cool boots, first but then had to scrap after figuring out you could not delete the feet

oblique cargo
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So im a complete beginner (as in I've never modded before) but I would maybe try some day... And inzoi seems like the perfect game to do so! The thing is the main issue I see is that the mod kit should be simple enough to not intimidate beginners yet complex enough for pros to be super creative. This is my idea: make different modkit UIs for beginners/Experts. It might be a bit odd but having a more simple version may encourage beginners to try it out!

urban dune
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I'm not exactly a beginner, but very new to unreal engine. Before the modkit came out, I played around with UE5 just to be familiar with it. After using the modkit for a while, it's gotten a lot easier because of the time invested in researching and the patience I have to figure things out on my own. One thing I can say is, IT IS NOT BEGINNER FRIENDLY. The video tutorials really just assume everyone else knows how things work and don't explain that much. The wiki does provide more info than the videos, but it's not helpful for a beginner. It also assumes everyone has that much knowledge about 3d modelling and json editing.
You'd have to bury yourself in really trying to get things to work for your own satisfaction to bother with it. I don't think your average player is really going to put in all that time to research and understand how things work. Also, there are too many limitations right now, (can't do this, can't do that) and there is no incentive to bother. Modding (scripting & 3d modelling) is a skill that should not be undermined. Also, i think it's nice that you have contests, but they're not sustainable long term for a thriving mod community.

cedar hull
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thanks to Inzoi I decided to learn making my own Fashion/Mods, plan to do objects as well at a later time. but the start was overwelming for me. I am new to blender and there is so much to learn, then the modkit is its own version of a new tool and even more to lear. don´t get me wrong I love to learn and I will keep on doing so, but with a RL job , time is limited. so I ould like some step by step tuturials, I know many tutorals are on the internet. but I would love to see it specialy for INZOI and the modkit, make some for total beginners like me( best is to explain it to me as if I were a 5 year old ) then some tutorials for mesh expierienced creators who only need to learn the modkit itself. thats a lot of work I know, but it would for sure encoutage more people trying to learn modding

smoky trout
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What you can do to NOT Ruin mods

From where I’m sitting, modding is looking pretty good. Can it be improved? Of course! Can it be worse? YES!

Here’s two simple things I hope to NEVER see with inZOI Modding.

  • First, I hope I never see a mod Store like the “Creation Club” where A company leaches off its community by monetizing mods for a measly cut.

  • Secondly, I hope inZOI studio/Krafton never Steal mod creators’ ideas like the sims to lazily repurpose as expansions.

south sonnet
lucid lark
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Sorry, I can't just provide one thing it's impossible. For mainly cosmetic appearance mods:

If you want a mainstream modding scene with sustained participation:
➤ Implement a reward/incentive system — this could be revenue share (e.g., cosmetic marketplace), or featured creator programs.

If you want decent modding scene composed of hobbyists and beginner-friendly scene without monetization:
➤ You must lower the technical barrier, and develop the modkit into a no brainer tool that automates mundane processes with click of button...(if possible 😳 )

Or Provide full beginner-to-intermediate tutorials for every mod category:

3D assets: For Blender, Maya, and Marvelous Designer. Including polygon count limit guidelines for best optimization, topology guide for better animation deformation on clothes, next gen hair workflow (the same as Inzoi's)

Textures/materials:
Cover the full PBR workflow, including:

  • UV unwrapping basics
  • Map types and functions: Explain the purpose of each map and how they interact in shaders: Base Color (Albedo)
    Normal Map (NM), AO (Ambient Occlusion), Roughness/Smoothness, Metallic, ARM, Opacity, Emissive

Texture format and resolution guidelines: Recommended sizes

Recommended tools: Suggest image editing tools and how to bake maps in Blender or external tools

Material setup in-engine: How to connect maps to Unreal Engine’s material editor

Rigging/Animation (if applicable): How to pose characters using skeleton rigs; weight painting essentials to prevent mesh distortion; how to attach clothing or accessories to existing rigs.

smoky trout
urban dune
lucid lark
ocean salmon
vocal swallow
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Allow us to mod everything within game files even if it could break our game we will take responsibility for our own decision in downloading those mods that might. But I think its important very much so not to limit what we can and cant mod for the game if the team supports modders. I want to see modders bring so much to this game, as a modder myself its very important theres no limitations to allow full creativity

lucid lark
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Above all else I think I should mention is that the core game foundation needs to be stable first, and the gameplay has to be fun foremost. High population player count = general incentive to mod. Can't see mainstream modding happening without large population first.

obsidian heron
cedar imp
# ocean salmon

I sincerely don't understand the need to make everything "adult" when there's already a very succesful p industry out there. I know very well what you guys mean by "adult storytelling" and honestly there's tones of games like that out there. Plus, "private mods" in that regards are dangerous, there are a lot of "private inclinations" that are illegal to say the least, and Sims 4 was proof that people would go there if you allow them to. No, thanks

cunning rapids
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Hmm maybe send out the city ID because I’m not sure of people are going to realize RedCity is bliss bay

ocean salmon
# cedar imp I sincerely don't understand the need to make everything "adult" when there's al...

Right, and though the persons original message included that I’m ONLY referring to more mature topics. I totally get what you’re saying nd chile I agree w u, but rn the game just feels very childish and not real, I’m not referring to any sort of sexual content (however, many other life sim players look for that and it could make the game more enjoyable for some) that’s personally not an interest of mine whatsoever. I’m not even asking for any adult themes or anything, but what I personally mean by more adult storytelling is just more mature and complicated dilemmas in the game to make it more complex. Financial stress, more complicated relationships, grief, and of course ethical dilemmas (which could tie into various adult themes such as ||depression, drinking, addiction||, and more which i won’t name. Im mostly looking for more cinematic drama which, in my opinion, involves a lot of adult themes. That’s why some of the most popular games, shows and movies are rated mature because they often involve adult themes and it doesn’t always pertain to sexual content. And some people who are looking for that in their gameplay should have the option to explore those themes through modding or base game. And i’m sure they would be able to balance safety and maturity pretty well in their game

dire tangle
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The game is too vanilla, despite your pg-13 rating understand most of the player base are over 18. And it would be really beneficial if you allow us to implement 18+ mods. And no this doesn’t just refer to intimate mods like ppl think but also things like adding smoking and gangs or night clubs or night life in general. Being able to realistic medical life being able to cater to more than just a mundane life for your inzoi and more creative liberties for storytelling for more realistic effect just to make it more fun and interesting. It doesn’t matter if you agreed to all demands made by other if you stand by the fact the game must remain pg-13

Too many potential mods are restricted by this pg-13 rating and I think you should allow people to put whatever they want in there individual games as long as it isn’t breaking anything inappropriate or isnt completely immoral. And I definitely think mods need this reservation

I really hope you can amend that or make adjustments that have a bit more liberties or what can be included in mods and what cannot be included. I think more transparency on this would help.

And hope those who are against it realize that not everything revolves around adult stuff in wanting 18+ mods. Like by there own logic you wouldn’t even be able to add a realistic birth mods why bc it shows the baby being birthed from a private area and deemed inappropriate you get what I mean? So please think about it.

midnight yew
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Overall it needs to be simplified if you want to bring in newbies (such as myself). I've tried blender, but I don't have the time to learn it. Learning the platform is not fun, and when you're already living a busy life & working a fulltime job, its hard to dedicate time to hours upon hours of youtube videos. Having a "beginner" section of the Mod kit would be great. Perhaps already completed templates with the option of adding parts (similar to the crafting section, but more detailed/choices). If it could be understood in 2-3 hours, thats doable (I dont know if this is even possible, again, very new to modding). From there, let people build off that knowledge at their own pace. Once I tried and horribly failed at 3D modeling, that was it for me. I made multiple attempts but it was too much to learn all at once. I would love love love to create custom content for Inzoi, but the entire process, from 3D modelling to adding textures, needs to be better explained and easier to grasp for new modders.

steady sapphire
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Im no modder but the one thing i knew how to use in Sims 3 was the Create a World tool. If you ever expand on modding by allowing us to make our own worlds, please create a similar tool like that! Custom worlds is like my favorite thing in Sims 3 and I'd love to have them for Inzoi, especially if creating them is dummy proof.

Other than that, I've noticed a lack of gameplay mods, so im guessing the modkit is too limited right now. I tend to like overhaul mods that improve or change core mechanics of the game. For example, Nraas Story progression completely changed Sims 3 for me and I can't play without it anymore. I'd love to see what would be possible for Inzoi if you allow experienced modders to dive deeper into modding the game than creating a few custom items for CAZ or the build tool.

That said, it can be a bit annoying when mods break down whenever the game receives a major update so that's something to consider too.

pastel marten
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I like mods, however I would prefer the team focus on bugs and what Inzoi lacks more right now. But as for mods my only request is please do not restrict the modding community! I feel we should be able to have mature content if the player prefers.

inland dagger
tawny bough
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A good start would be not holding modders on a leash, this game has the potential to be huge but the dictatorship mindset from the devs are whats killing the game

full radish
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A modkit for beginners! Sorry but i don't think so. If you want to be simple for clothes, you must do something sims like the "Studio Zoi" but more detailed with a library of plane models . Ask yourself: What is a cloth? Like designers, you must draw a master 2D model in a lot of parts, like on the pict for example, paint or apply a texture on it, and auto-adjust in 3D on the skeleton.

wet marsh
#

I want scripting! I hate designing something.... Scripting is where the fun comes from 😄

worthy tiger
# limber pivot Official mod support has been out for nearly a month now, along with our dedicat...

Firstly, Thank you @limber pivot for asking for feedback.

I agree with what most have already posted here — and as many players have pointed out, the current state of the ModKit is neither fun nor user-friendly.

For Beginners
The current tutorials are very basic and lack depth, making it hard to understand. Even experienced modders have struggled, as seen in numerous posts here. To attract new modders, the ModKit needs to be more user-friendly — starting from the very basics, with clearer, more structured guidance. **A dedicated mod support chat or forum would also help players get timely assistance, instead of getting lost and giving up.
**

For Experienced Modders
In addition to improving usability, experienced creators need deeper access to the game’s systems as there are too many limitations — the ability to edit more game files, expanded categories (like skins, poses, accessories), and support for scripting. These features allow creativity and gameplay innovation to thrive.
Incentives matter. Many veteran modders left after the mod policy announcement. Modding takes a huge amount of time, skill, and often comes with significant software costs. A fair early access model — like a strict 2–3 week period — benefits everyone. It supports creators while ensuring that free mods become available to the wider community shortly after (take The Sims as an example, but with actual enforcement, unlike EA).

mild trout
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I have created a few mods and it do find it fun and easier than other games that I mod for

vague shard
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I figured I'd leave this since a lot of my own throughts have already been shared lol.

Making recolourable furniture more straightforward. Right now we need to do a lot of data asset editing and knowing how to edit materials in blueprint mode in order to get that done.

mild trout
#

I want to be able to take the items I create using the game assets (not the modkit) and have it be downloadable on curseforge instead of just going straight to canvas. I don't mind if it can go to both canvas and curseforge.

jade fulcrum
# brazen echo I agree, I tried following along with a video, for example the fridge video, Jes...

I am not a modder. I use them and I am not really looking for clothing, and decorations because I am not a big clutter person. I do like Paintings and pictures and of course bathroom clutter to a degree, as well as make up tables and things that can go on them but again I am not a big fan and the game I use so many mods to make it fun I only look for things to make my entertainers look like what they are supposed to be and not a school marm or stay at home mom. 😉 However, stating again I am not a modder have no interest in being one and I was lost pretty quick in what you were saying. Like I said I use them and some have so many things that I can control that I need much more simple step details to obtain the full effect and not mess something up. I have not tried to do the modkit 1. I guess I misunerstood its real purpose to make so "anyone can make a mod" 2. I though it was so modders could create some of the fun things adding to the game. Now I am hearing that modders can't do their magic because of limitations that keep any of them from being able to do. I don't need another vase. I would like some very cool and special furniture, cool homes that I sadly cannot create. But there again lots are too small to make some of my favorite ones anyway. I like lots of room not much on apartments. I really don't have a clue what kind of access modders need to make some of the fun things I have enjoyed. I am pretty sure from what I am reading that is something that inZoi has not been prepared to allow. I understand some of the reason behind it but from what I have read from the players it is the reason for the Modkit and not opening it up for Modders to what they do. I also have seen what player are wanting as one myself. Inzoi will have to choose.

twin fulcrum
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It'd be nice if we could get some guidelines for polycounts or some type of counter for mods to see if they are too high. I've noticed some clothing mods I install instantly lag or crash the game and seem to have needlessly high polycounts when that happens.

mild trout
#

Can you give better instructions for the regions data fields or uv2. I feel like the instructions in the documentation are not intuitive, maybe it's the way it is named, not sure. For example I made a dress with the arms out and some holes on the side. The drawing region according to the documentation is to Define which areas of your outfit should be masked. On this garment I had to set the drawing regions as : arms all short; upper body closed; back and arms and Pants Waist. I kept testing until I found the right settings. Can you explain further what masking means. EX.2: The Covering region specifies which lower-layer outfit parts should be hidden, so for the same outfit I used: Upper Body but the upper body of the dress is not fully covered, I don't understand why those settings work.

golden burrow
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Please have the ability to be able to import player’s digitally sculpted/created mesh (head or other body parts) into the game! I want to create a zoi that has a specific face that I want! I want to be able to manually sculpt the head in Blender then import the head into the game!

buoyant galleon
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‼️ Allow SUPPORT for SCRIPTING asap, so the community can fill in the missing features in game. That won’t just make me ENJOY the game more — it’ll do the same for many others who are craving more gameplay ‼️

atomic obsidian
#

It's kinda overwhelming using Modkit. The tutorials that were released are not detailed enough for a beginner imo. I'm personally waiting on HAIR and GAMEPLAY and SCRIPT mods. At this time, I still prefer to add objects using Blender to 3d printer method and swap meshes in-game, because it's much easier. That being said, could the team add something that will help us sort and categorize our 3d printed objects??? I have everything from hair and clothing accessories to large home appliances so the 3d printed objects section in buy/build mode and custom section in CAZ are cluttered mess right now. We can name our objects so at the very least we should be able to search for them by name.

wicked kiln
#

Add steam workshop, ingame fps mod & slider extender scripts please

tepid anchor
# placid coral Tweak the tos so that creator can have a paywall period Release the whole modd...

( I Am a Modder ) & I agree I definitely think we should acknowledge that inzoi needs more modded content creators and it is crucial to support them especially in stages of early development, In my opinion Inzoi already has plentiful of tools for the average players to make clothes & patterns completely for free, and i feel like the early access policy is a bit limiting and is a direct reflection of sims to grab the average users attention "Hey We Have Free Mods Too". Yes sims has content and now fully free mods for the average user to use but they gradually got their over time, when their fanbase were already addicted to the game so much to where their Modding community will create content regardless. But if we're being honest not many Modder's liked this decision / or follow it . Chasing away modders this early in stages is a bit of a strong move as once Modder's read the tos they will most likely just not create for the game in general . If you want modders to create for everyone and not just for themselves please listen to the modding community for your game and not just the average users. Experienced modders like to manage their creations and earn exactly what they think their work is worth . Personally id rather do a pay goal that is set by the modder for each outfit piece to be dropped for free to everyone. So as players buy it when a certain amount of money is obtained the item will be free, Intergration of this to the canvas and file encryption would be nice aswell to avoid modding piracy

tepid anchor
#

Id also like to push for hair particle Modding support as ensuring realism is inzoi's goal i think its really important that we give modders some ability to make their hair move, whether it be by particles or spring bones. Stiff hair really takes away from the quality / realism. (Just in my opinion of course !)

opaque roost
#

runtime pak reloading

tepid anchor
#

So after attempting to Mod one of my outfits, I just wanna start of by giving props because this is 100 times easier than i expected some slight issues / questions.

  1. Base colors without texture, In some case some models may only have a color, I saw a custom base color intensity option but as i changed the values nothing changed

  2. Alpha textures I didn't really see a slot for this in the material the options that delt with masking didn't really help either i don't know if you guys support that for clothes and such but it would be nice to see

  3. as Someone said earlier Max poly count and texture size etc.. are also some needed notes to know our limits

  4. Do you intend on adding swatches or texture swapping / groups ?

As much as i loved this approach i do think a more in depth tutorial is needed a lot of begginers may be very confused / intimidated by UE5. Dive into all these matrieal settings and other use cases, data editing and how to actually navigate unreal, also i know its planned but its ok to allow Modder's to make more than sets in fact beginners may be more comfortable with just making a shirt to start off as compared to a full outfit / set. Also cramming things into one set can be very high poly and heavy depending on the creator.

cinder heath
#

say no to mod censure like Stellar Blade Director

cunning rapids
#

May we get an update with Mission ID for careers we make active through the modkit? For example my cop doesn’t have to really do anything. I made the mod for storytelling purposes for now, and if we delete a patch can we make sure it’s deleted

zenith atlas
nocturne owl
dusky frigate
#

These so called mods aren't really mods they are CC. Mods would actually allow changing the gameplay in some way not just giving you a new sofa.

tepid anchor
#

Well actually the definition of mod is generally a file that adds content to modify a game, " cc" is usually a term just for sims, but even cc are mods, when you add cc to your game on sims it goes in the mods folder, but the larger term is "mods" . Scripted mods are what your looking for and i do have hope they allow those too

ocean salmon
#

cc is really only a sims terminology

urban dune
#

Special request for foot model with a higher heel height 😭 🙏 . The current heel height is not enough. (it's like 2 inches 😩 ) I know there are implications for that, but pleeeeeeeaaaasseee 🙏 🙏

mystic hedge
mild trout
#

Provide technical support. I have not been able to access the modkit for 2 days. I'm in touch with epic games, so far nothing is working. My request on here are not being answered by staff.

smoky trout
#

Dear inZOI Studio

To find out what the modding community whom are TRULY dedicated to this game wants.

It’s simple:

  • Head to Nexus Mods

  • click Games

  • Choose “inZOI”

  • Scroll down to search preferences choose “popular”

DEDICATED Modding community’s priorities will be listed in order from most important…to least important.

Just a matter of cost benefit analysis to see what you’re interested in helping with.

Thank you 🙏🏾

marble schooner
# mild trout Provide technical support. I have not been able to access the modkit for 2 days...

Unfortunately for this, Most of us do not use the mod kit so it is really difficult for us to offer support in things we have no experience in Psycat_Sad However, we do appreciate those in the modding channel who offer help to others. We are currently in the process of looking for individuals who fit our criteria for being very good Helpers to the community to hopefully assist players with simple questions and such.

stiff salmon
#

Just add more of the in game assets to the modkit. That's it

urban dune
#

Hmm, I'm not sure i understand this well. This is already something that exists. When you open the game, there is a mods section. You can already browse, download and enable mods with a single click.

marble schooner
#

Curseforge is its own website as well as an integration with in the game. There is a mods section interface in game if you turn it on. It allows users to download from the website and in game interface if you connect your steam to curseforge

nocturne owl
#

There should be a feature to scan your face into the game... CAZ or load a photo to put on face.

tepid anchor
#

We need a CAZ sample for accessories.

urban dune
frail oriole
#

Can you please make it so that we can choose where our mods, textures, 3D objects, game saves, and other game files are saved?
The way my computer was put together, I have a small 120GB SSD that was really only meant to hold the Windows 10 installation. For games and other programs I have a large 931.5GB HDD that has plenty of room for the game files.
The problem is that inZoi (along with every other game and app out there, it seems) wants to install and/or save massive amounts of files inside Windows, which puts them on my small SSD C: drive. Even when I choose to install a game like inZoi onto my HDD D: drive, the game stills saves tons of files onto my C: drive.
I'M RUNNING OUT OF FREE SPACE ON MY C: DRIVE!!!
Please make it so we can choose where our mods, textures, save game files, and other game data are saved to!

wintry canopy
#

We need some to make own cars to be driven

compact prairie
glass coral
#

Manage mods directly in-game:
It would be fantastic if we could activate, deactivate, or even download new mods directly from the workshop while playing – without having to return to the main menu. Ideally, downloaded mods would become instantly usable. This would make creative or spontaneous sessions much smoother and more immersive.Additionally, it would be great to include an age verification system, perhaps via Steam or ID upload, to unlock 18+ mods in the workshop. This would allow better filtering while still supporting creative freedom for modders and players alike.

night thicket
#

There’s massive potential here, especially if the game opens up support for custom maps and careers. Right now, you're pretty much locked into a handful of city-based jobs police, firefighter, delivery driver, etc. And while they're a good start, they don’t scratch the surface of what this game could be let alone what those jobs can be.

Imagine expanding that with full modding support: running a custom tow truck or mechanic business in a gritty industrial zone, building a logistics company with dynamic traffic and real delivery routes, or launching a ur own Uber business that operates across a fully designed metro sprawl.

But then take it even further for players looking for a more immersive rural experience, there’s huge opportunity in something like a full-blown farming mod. Not just placing a tractor and calling it a day, but creating an actual farming lifestyle: crop cycles, animal husbandry, seasonal changes, farm equipment, and a working economy. It would give players an entirely different pace and style of gameplay compared to the city chaos slower, more methodical, but deeply rewarding.

Even though the driving mechanics right now are honestly pretty rough, they still give inZOI an edge over other life sims. That foundation, combined with custom job support/reworked driving mechanics, opens the door to make inZOI more than just a city roleplay game—it could become a living, breathing sandbox with endless career paths and environments if inZOI allows creators such as myself the freedom the create such mods.

Let the community build, and this game will explode.

mild trout
odd sluice
#

Please allow players to change the colours of custom mod clothes. The current mod kit seems to rely on modders choosing colours or ticking a box to allow players to do it, but players should be allowed to do this by default.

cloud girder
#

I would first congratulate the dev team for making it this far and that they are actually listening to people.

Now, I would ask the dev team to go and do some R&D on the Skyrim's modding ecosystem. People may say "oh it's a completely different genre" I agree but the point is about the extensive mod support, the amount of tools available and most importantly the freedom to create just about anything. Locking out game files and imposing restrictions is like asking a bird to fly with 1 wing.

Also, Given the early stage the game is in, I wouldn’t recommend aiming for 'easy and fun.' Instead, the goal should be: "can a new person, who has never played the game or done any modding, follow my tutorial and successfully replicate what I’m trying to explain?"

I wouldn't dive into specific area as more experienced mod devs have already raised those points. The game has a lot of potential and this potential has to be in the hands of modders if the devs wants returning players and long shelf life.

neon sigil
#

I’m not sure but the mods seem to have broken my game I can’t even play the game I can only create Zoi’s if I try to go onto my saves the game crashes. And it wasn’t like that before mods were implemented in the game. But maybe I’m the only one experiencing this issue.

sour sphinx
#

This is probably niche, but I'd love it if the MODkit worked on Linux. The game itself launches and runs great under Wine/Proton, and I can technically launch the MODkit, but then it gives me a fatal error and crashes. Really liking the concept of the modding ecosystem, with these officially supported tools for custom content creation, but Linux support would be super clutch.

vocal swallow
neon sigil
vocal swallow
ocean salmon
#

Similar to roblox, for modding when entering the mod menu, I think it would be amazing if there were a place to enable 17+ content or mods by entering your age. A lot of the deeper or realistic storytelling, as well as fun and chaotic content is limited by the rating. I’m not talking about inappropriate content but things like alcohol, addiction, violence, and more. It doesn’t feel like a life sim if we can’t simulate real life — and real life has adult topics and mature themes. A setting would be nice — even if we have to verify our age or input our date of birth to get access. This allows us to enjoy our game the way we want to while keeping the games rating the same like how roblox did. Thank you for reading

blazing wing
#

Script modding is what kept Sims 4 alive for 10 years. Should really consider it sooner or later.

mystic hedge
heady topaz
#

I am not experienced in 3d, and don't want to learn it, I mainly did tunings XML and itune for TS3, and a few item clonings. Please Make more advanced edit options available in-game, not just in the mod kit,
so everyone can tune easily directly in-game.
The gameplay settings could get an advanced button for global tunings and an additional save based advanced button.

Like if I want to change the time reading books,
change the percentage of gaining weight, change pregnancy to 1 day
and if it's there, clothing change immediately, without being a task.
It should be easy, when not needing an extra tool. Like the TS3 nraas Retuner mod, which gives you directly in-game the possibility to change most settings of the game for the save, with export, import options.
No mod is perfect in all settings for everyone.
TS3 ist still popular, because it's an open world.
You cannot rely on online statistics, because the majority of players still use their original disc install 🙂 (like me).

I don't talk about CC, clothing.

The need for another third-party registration is also a barrier.

Honestly, having the need to use tons of mods again to optimise the game is very disappointing.
I hoped that you learned from Sims 3, also open world and all requests in all channels for inzoi are nearly the same, nothing new at all. And there are so many different game-play styles.

But yes, better documentation and tutorials are desperately needed.

smoky relic
#

let us mod everything like Skyrim, every files could be modified

viral kernel
#

As a lot of others are saying - and while yes, it's an entirely different game - I do think you can learn a lot from how the Skyrim modding community operates. I would consider myself quite an experienced modder on both ends from Skyrim to Sims, both with very different levels of difficulty for making mods, but both give the modder all the access to make what they want to make and have thrived because of it. I can guarantee my Skyrim looks completely different to another person's Skyrim, because there's so much freedom to make whatever experience you want, as immersive as you want or insane. With complete freedom, there will not only be more interest in modding, but a lot of pressure would probably be taken off the dev team from people asking for every tiny thing that in a lot of cases mods will satisfy. It gives people license to be creative instead of hindering them and the game would benefit far more from it.

That being said, and being more specific on another point, I would also love the ability to create my own non-replacer skin, eye, makeup, facepaint ect textures with working colour wheel support and channels. I'm pretty much holding off on learning the toolkit until then (as far as I'm aware this isn't currently possible, but maybe planned in the next update?)

frail oriole
#

My guess is that the dev team is limiting script/code mods at the moment because there are still things that they're working on, and haven't even implemented yet on their end. They'll hopefully open up modding of those things once they feel their basic systems are finalized and stable.

tawny cape
blazing wing
#

I just hope when mods are more freely available to make, modders won’t be the ones to have to put duct tape on the game for every potentially broken DLC

tepid anchor
#

I don’t know if I put this here or if it’s even necessary, but we need a tattoo category for lower body and other body parts, because the mod with leg tattoos etc is put in the pants and bottom wear category, because there’s no place to put it in.

karmic crane
#

Just someone to answer you back or comment when you ask a question would be nice

ocean salmon
#

Papa Kjun. Please remove the gray outline on modded clothes, if anyone under 18 is downloading mods there are bigger issues. Developers shouldn't have to control what the community makes, nor what they download

eager ice
uneven wigeon
ocean salmon
runic mountain
#

I'm definitely interested in modding, especially with the AI side, but as others have said, I've been waiting for support to create script mods that edit game files. If you want us to make mods, you have to change your modding policy and let us edit the game files to build gameplay mods.

That said, instead of repeating that sentiment of "Scripting Mods with Game File Access" I'd like to say that I want to be able to mod the AI side of the game. Swap models, build scripts for them, connect to cloud models, add new AI features like AI text chat with Zois, you get the idea. I want to be able to mod the AI systems once we have scripting access.

fluid lintel
#

Been trying to get back to this for the new update/city DLC. I love that Kjun/the inZOI team/Krafton want to support a larger community for this game, as I really feel it has potential to give EA real competition with The Sims. Having said that, I have some issues with how mods are implemented at the moment that I feel hold inZOI back from being truly great for modding.

I will say that I'm speaking as a Linux user so I can't say if these are issues on Windows. Likewise, I'm not a modder myself nor a programmer, so these suggestions come as reactions to how it currently works without in-depth knowledge of the modkit or UE5. If any can't be done on a technical level, I'm happy to be told why that is. With that in mind, my suggestions/requests are below (apologies for the college thiesis length of this post):

  1. Update All Mods button: At least for mods installed by the in-game browser, since it seems to track when an update is ready.

  2. Mod Build Numbers: This stems from how mods currently seem to require being built on the latest version of the game. Wrong build number = mod won't load, may cause conflicts with others, and can cause crashes. Having this info, or even a simple "mod built for older version of game" warning would be great for end-users.

[1/3]

fluid lintel
# fluid lintel Been trying to get back to this for the new update/city DLC. I love that Kjun/th...
  1. Lazy Mod Loading/Injection: This to me is the biggest issue right now with the mod scene. Anyone who's dived into sims CC (especially 4) knows there is a metric ton of mods available on the net, all of which gets very tempting to install. From what I've seen so far however, the game currently seems to need to inject them into RAM space at the launch of the game, even when those objects aren't rendered on-screen. This not only seems very inefficient, but also creates a bottleneck and limit for what players can experience from the community. While the game is still in it's infancy, that's not a huge issue. But years down the line or with more complex mods, this will be a much larger issue. With how EA/Sims Team have managed the ecosystem (to my understanding), mods are loaded as compiled packages that are simply indexed and referenced as-needed, which avoids the bottleneck with larger installs. I don't know if this due to how UE5 handles mod loading, but from what I've seen of other UE5 mods for other games (and even the pre-ModKit days of inZOI), they can be loaded as precompiled paks. Which further confuses me--if the modkit is designed to compile/inject mods at runtime instead of relying on precompiled packages, why then do they require the latest build version? Gameplay mods are one thing, but for some of the clothes/hair mods that are already on the in-game manager and are out of date? It honestly confuses me, so if someone can provide an explanation, I'd be grateful.

[2/3]

fluid lintel
# fluid lintel 3) **Lazy Mod Loading/Injection:** This to me is the biggest issue right now wit...
  1. Mod Crash Exception Handeling: In the event a mod fails to inject or load, the game needs to have some emergency "disable all" callback. A few times now I've installed something from the in-game workshop, only to find out it either is out of date or is incompatible with something else and then soft-bricks the game until I manually delete it from my hard drive, relaunch the game, and then uninstall it from the in-game menu. In turn, this effectively means anyone who wants to install mods currently has to download one, back out to the main menu, wait for it to inject, then go back in and download the next one they want. This adds a lot of unnecessary time and trial-and-error into managing mods in their current state.

  2. Mod Failure Logging: Lastly, this stems from how the in-game notifications handle when a mod fails to inject. On occasion, I've had the game disable mods that injected properly and are confirmed working, but will disable them for some "incompatibility" reasons. Nature of the beast when it comes to modding, I know, but it would be great to have some sort of indication as to why instead of simple the nondescript messages it gives now. Maybe a more details button on the exception window, or a error dump whenever something doesn't load correctly so people might be able to better discern why something isn't loading properly.

Thanks for coming to my TED Talk today

[3/3]

uneven bane
#

i decided to learn how to convert sims 4 clothes to inzoi last week and successfully managed to install my first dress in game and it allows changing textures, however, as a noob in this with minimal knowledge and semi-good computer skills, it was very confusing to follow the tutorials provided, i had to do my own research looking up videos from other creators and try to implement their steps, i will even try to make a written tutorial i can reference and also share with others because the official videos and documents provided are not beginner friend at all, most of the comments are voicing their confusion, it’s only intuitive if you have some knowledge, i had to look up what each map meant and i’m still not fully sure why the recolors are not being recognized if i can change the texture, might be the reason why the there seems to be a entry barrier to the modding feature

cobalt mauve
#

Once we have mods enabled I should be able to download anything modded from Canvas.

crude cedar
#

Please open up modding for Smartzoi — either via REST or another communication method. Allowing integration from AI services that modders can develop would be ideal.

vocal swallow
#

Demographics settings for how many of an: age group, gender, sexual orientation, skin tone, or interest in romantic relationships there are for each sub-type. Not as a slider but being able to set number values.

gentle zealot
neon sigil
cloud egret
#

I think that all the nexus mods should just be ingame mods and then wen it comes to 18 plus just separate them because I really don’t understand how to download them from nexus I be needing help

left mica
#

I've been learning to mod. I'm not fully there yet but I do know how to take 3d models and use it to edit the appearance of furniture. When doing this, I choose items similar and with the same functions of the ones I'm replacing it with; however, when I do this, there's glitches. For example, I have a couch or chair. When I edit the appearance to make turn the original into my own and match the size and height, my zois will walk on top of the couch instead of going around. or if they're going to sit on it the animations may glitch. It's not fully honoring the original mesh of the original item as it should. No matter what I change the appearance to the functions and how my zoi interacts with it should be the same.

grim drum
#

I'm having trouble creating and designing clothes can we make it easier or give step by step instructions?

real monolith
#

Easier to navigate to the modder's profile/mods. I notice when I like mods from a specific modder I can't go to their profile to see all their mods. Even searching for their name they doesn't show up.

split compass
#

Is there anyway to do a flow chart style for custom jobs for instance where we can input the different scenarios and set different outputs for each and even things that should never be an output for a certain input, I’ll see if I can wireframe something simple to make it a bit easier to understand visually…I’m thinking something like Adobe dreamweaver back in the day and how you could drag and drop modules that got phased out and now we have Wordpress that kind of does that functionality but different. I don’t know if this is possible but I truly believe that this will help bring people who want to create mods but have never been able to due to an inability to code or whatever might be in the way, it could also help you guys at inZOI with creating deeper simulations within the game itself if these blocks are things that can just be added in within different moods, jobs, scenarios, actions, activities, etc. it would cover just about every aspect of the game in terms of my Zoi is doing this → I’d like my Zoi to also be able to do x or not do y or progress into doing a, b or c…if that makes sense?

dreamy meadow
prime ledge
#

I don't know if it's too late but it's kind of a pity you can only create full-outfit clothes. You cannot easily create tops or bottoms or socks/etc but only outfits that include both. It would be nice if there was a template for every kind of clothing type Psycat_ThumbsUp

vague fractal
#

1 thing I didn't like about modkit is the 3d viewport control. Make it like Blender or Unity.

real monolith
#

Can we have no default underwear that shows in modded outfits or bikinis, I know there is a mod in Nexus but I would like to not have to get the mod on there

plucky zephyr
#

Mods on ps4

hoary gazelle
#

Good morning, KJun! I really like InZoi! I like playing with it, but I also like creating outfits. I'm just getting started, though. I wanted to ask when the Mod Kit will be updated, not just for dresses but also for tops, shirts, pants, etc. Thanks for the work you're doing!❤️🙏❤️

vague fractal
#

Hi Kjun.... I made a post in forum about feedback to improve modkit functionalities :
https://forum.playinzoi.com/t/some-improvements-needed-for-modkit/5984

pliant trellis
#

I don't have the game yet but it is on my wishlist; and I do want to have the opportunity to have an affect on how its shaped. What would be nice to see, in my opinion as someone who uses mods but doesn't create them, is if Inzoi worked with modders of the mods that are popular among the community, and make what those mods add part of the base game. Not an expansion, but a proper update.

spark kettle
#

Alright I'm about to request something pretty ambitious for the mod tools but if it's impossible, I completely understand lol

Hair seems to be very hard to make, especially for beginners. What if we simplified it by using a base & pieces method? Basically starting with a base hairstyle that u can adjust the texture. For example, one with a part in the middle & 2 empty spots for ponytails to go then u could pick through a selection of ribbons, ties, bows, etc. To put around the ponytails. Then for ponytails u get a selection of them from afro, to straight to curly to less curly (maybe even make that adjustable with a slider of some sort). Then if u want braid ponytails u could adjust the thickness of the braid(s) & the quantity of how many you want in each ponytail. Along with that there could be a selection of edges/babyhair to pick from or a flat texture map & we can drag the babyhair.png template file into Photoshop or Gimp & edit it however we please & simply add the opacity map for that texture. Maybe if the hairline isn't to our liking we can add a fill & erase tool where u basically color the area u want hair deleted or added & u can adjust the size of the brush so u can make sharp or rounded edges to your erased or filled areas.

Even something like adding extra hair to a base so it has more volume or a different shape, we can select a layer of hair, adjust the texture & quantity of hair strains with a slider, and with the liquify tool apply it & shape it as we wish to the base. Then u can add a selection of bangs/side bangs, etc.

Even with cutting hair, u could H
have something similar like the "Free Select" Tool in photo editors & select whatever section of the hair & u can adjust the gradual fade in of the hair style like a Gradient. This could also work for facial hair too.

& this would be great as new hair styles continue to be added to the game cause we can make different versions of them just based on past pieces & bases from previous hairstyles

cloud egret
#

Hey kjun is there a way can u do a height scaler for like taller people and shorter people im 4”11 and my husband is 6ft and also do a real life age cheat and I still want the family cheat please

viral kernel
#

I'm back again, asking you to please give us the ability to make new (non-replacer) skin textures for face and body, new makeup, new eye textures (including eye whites colour change), new face paint textures and a category for body paint/tattoos, too. All with colour wheel support and the ability to change the gloss/metallic level for face and body tattoos/paint. Until these things are possible for us to mod our own, our ability to create zois is very limited to what we have.

trail flume
#

One Word: FILTERING
Oops, I lied...2 Words: stability
Love the interface of the overall MODs activity, and the fact it is organically included in the game* but wish there were more user-friendly, intuitive ways to categorize, favorite, and filter so that when I launch the game and see a msg saying I need to uninstall a rando amount each time, I can find them easily to re-download (which I do not mind at all - it is pre-release afterall PsyCat_Yay)
But also, stability - which I expect will improve over time anyway - is crucial. The problem is there are too many awesome MODs and I wanna download them all. Psycat_Sad But it does cause wonky crashes when switching back and forth from MODs to Home Screen. Which I deal with bc again, the MODs are so awesome and so easily available. Psycat_Smile text_ThankYou

rose shadow
#

Probably said already, but enabling Mods for Mac would be awesome!

ocean salmon
spring isle
#

I'd like an 'update all mods' button

cobalt mauve
#

Mmm I think and im not sure but if going into canva we need to have a feature thats seperates those who have modded anything to those with just base game features. Every outfit I have is modded and I cant even put them on the Zoi. Its ridiculous.

cloud egret
#

Can we get a uninstall canvas button because I’m new to gforce now and I tried playing it on gforce now and since gforce don’t have game files it’s actually hard to delete items completely out of ur game that u have installed from canvas

kind heath
#

I hope there will be a system where mods on PC will be able to be redeemed on PS5 next year - for example, some games allow you to access free and paid mods

hoary gazelle
#

Hi! I hope they finally update the Mod Kit in December. I miss trying to create separate clothing! With the current method, it's really difficult for me! 😅😥

cloud egret
#

Hey kjun can u give us a optional choice to either breastfeed or bottle feed for the babies and then make it to were if mom is not home to breastfeed just store moms milk in the fridge so that the caregiver will be able to go get it and feed the baby seeing mom actually pump milk from her breast or just breast feeding in general would be so cute and then store it

coarse ridge
#

We sincerely appreciate that you have built such a robust and powerful modding architecture, based on a customized version of Unreal Engine, which is your greatest strategic strength. This environment already offers guided paths for creating visual assets (CAZ) and deep access for modifying game logic through the Data Editor.

However, documentation and thorough workflow analysis reveal a significant accessibility barrier.

Considering the need to improve the experience for both novice and expert modders, the single most impactful action we could implement, leveraging the extensibility of the current system, would be:
Intelligently Automate and Validate the Asset Import Process
The current approach forces modders to leave the guided flow (wizard) and enter manual data editing for basic visual tasks, subjecting them to strict technical errors. The solution lies in developing a new layer of more robust scripts and wizards that automate both metadata configuration and mesh technical validation.
This implementation focuses on three pillars that would resolve the most common points of friction:

cinder heath
#

Let us install the mods we want and from wherever we want. Recently i downloaded a game that uses the same engine of Inzoi and the developer just blocked all non-curseflop mods

hoary gazelle
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Please, please update the Modkit! Add the missing parts to be able to create dresses, tops, and the rest of the mods!!!😢😢😞😞

golden burrow
#

I am also going to post my message on the other thread here since the topic is relevant too.

Please Kjun, I want to be able to transfer my characters I made in The Sims 4 to Inzoi. There are a few ways I can suggest:

  1. Have a feature or tool that can scan photos, to create a 3D model of a head from the photos. Then we can transfer the 3D head model to Inzoi CAZ for further editing.
  2. Have the ability to import our own manually sculpted head in Blender/Meta Human into Inzoi CAZ for further editing.

Thank you!!!!

mild trout
#

I coulnd't respond to this post so I'm just gonna second this :5) Mod Failure Logging: Lastly, this stems from how the in-game notifications handle when a mod fails to inject. On occasion, I've had the game disable mods that injected properly and are confirmed working, but will disable them for some "incompatibility" reasons. Nature of the beast when it comes to modding, I know, but it would be great to have some sort of indication as to why instead of simple the nondescript messages it gives now. Maybe a more details button on the exception window, or a error dump whenever something doesn't load correctly so people might be able to better discern why something isn't loading properly.

mild trout
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I received a notification about my own mods and there is nothing wrong with them. I put them in my game and it runs fine, and in addition most of them work well with outerwear. I don't know why I received the notification. Basically, there is no reason or fix directions for the error.

jade torrent
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Allow mod site connection like woth nexus and different sites for easier modifications some of my favorite games do it well

compact prairie
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I’m tired of downloading mods back over every time you update inzoi. Can yall have it an away we keep our mods Downloaded because I saved the mods in the folders for back up and it be broken or don’t work

split compass
#

Adding the ability to make wireframe style workflows for custom careers that can be used in game, I’ll try and make a graphic so you can understand what I mean but I think this style of workflow will open the door for anyone to create custom jobs, careers and it could even extend to custom interests, skills and hobbies

frail oriole
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The pop-up on the mod app that wants to automatically disable and uninstall mods is infuriating. 99% of the mods that it wants to uninstall work perfectly fine, the makers of the mods just haven't had the time to 'sign' and update them for the current version of the game.
It uninstalled almost 1,000 mods, and now I am spending HOURS going through re-downloading and installing them. 😡

spring isle
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A tool to edit our saved game files could be nice.

mild trout
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create more comprehensive tutorials please. There is often a lot left out of the short videos on youtube. for example I'm making shoes but t hey go through the ground when outside but look fine caz and I'm struggling trying to figure out how to fix it. Also with earrings why can't I get them to face the right way on the avatar's ears? If I adjust them using the gizmos, then go right back to the wrong position when I exit caz

proud halo
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Create a world tool in Inzoi modkit similar to one in The Sims 3. It would allow to make custom worlds and make edits to existing worlds like adding new streets, new lots, new areas.

frail oriole
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😡 😡 😡 😡 😡 😡 😡 😡 😡 😡 😡 😡 😡 😡 😡 😡 😡
Once again, the stupid mod system uninstalled 1,000+ mods on me, after I had just spent DAYS going through and reinstalling them.
Why does every update that gets pushed break mods? And I'm not even talking about script mods, just outfits and hairstyles.

wet pecan
frail oriole
wet pecan
clear summit
frail oriole
clear summit
# frail oriole Bully for you. But since this thread is specifically here to ask the question "H...

I am sharing about the gameplay feedback during early release when mods not even implemented. Nobody bullies anybody in this inzoi discord. Everyone has their rights to upvote or downvote opinions. Chill... mods need to update when there is an update. The mod system is not stupid. It's stupid cos you are angry. I understand that. Engine 5.6 April inzoi and Unreal Engine latest version 5.8. So if inzoi is going to update engine to give us players better gameplay than all these inconveniences can't be avoided unless inzoi stays put at Engine 5.6. Even if the game is very stable, every update, mods need to be updated, too. Every engine update is what the inconveniences we are experiencing now, not only mods. But inZOI Team has helped us players minimise inconveniences by auto saved lots that are required to update. You are a Clever Duck so💪 to reinstall all those mods again maybe April after the engine release fully.

frail oriole
# clear summit I am sharing about the gameplay feedback during early release when mods not even...

Sorry, I think you misunderstood my use of an old phrase. "Bully for you" is a rather old-fashioned expression that essentially means "Good for you". I didn't mean it to say that you were bullying (in the modern sense) me, or that I was going to bully you.
However, you are incorrect; mods ARE implemented. They have been since June of last year. If they weren't, this wouldn't even be a thread, now would it? There's a whole section of this discord server dedicated to mod support and discussion.
Further proof, from the opening post of this thread:

frail oriole
#

I am sharing MY feedback that their modding system is frustrating and needs improvement for several reasons.
First, because simple, additive asset mods should not need to be updated for every single update and hotfix that gets pushed. I know a little about how this stuff works, and it's likely some silly little boolean check that isn't even really necessary to check if modversion = currentversion when there isn't anything actually incompatible about the functional parts of the assets such as the meshes and textures. There's a lot of extraneous data that isn't actually necessary that gets packaged in with these mods. They could easily be a lot leaner, which would not only solve problems of them constantly being broken by updates, but also improve system performance when running the game with mods.
Secondly, I have heard from many of the people who actually create the mods that the modding kit is painfully slow to cook the mods. It takes almost an entire day sometimes just to cook one mod. A lot of mod creators have just given up, and have moved on to other games because it simply isn't worth their time to keep these constantly updated. By the time all the mods get fixed after one update gets pushed, the next update is about to drop.
Again, I am talking about simple, additive asset mods. New clothing items, hairstyles, etc. I'm not talking about script mods that change gameplay mechanics or functions. I can understand why those would be broken by an update. However asset mods really should not be broken by regular updates.
Probably a good 66%-75% of the assets that I regularly use in creating zois are mods, because, frankly, most the base game assets just aren't appealing to my sense of aesthetic. For me, that the game would be moddable and customizable was a big selling point of this game. Frankly, heavy modding and customization is a staple of games in this genre, and is to be expected.

frail oriole
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Thirdly, their corporate-partnership with CurseForge continues to be an issue. There was a lot of pushback against it back when it was introduced, and for good reason. The CurseForge app gobbles up a lot of system resources, and a lot of their corporate policies and decisions are not liked by the modding community. The 'compatibility' check that the in-game CurseForge app runs is also infuriating because it defaults to uninstalling mods that aren't 'synced' to a CurseForge account. Well, I don't want a CurseForge account, thank you very much. And, I shouldn't have to get one just to avoid having 1,000+ mods unistalled against my wishes, and then spend quite literally DAYS tediously going through the slow mod app, redownloading and installing them.

cunning flume
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Please add a way for us to add buld mode mods through the build mode. It gets kind of tedious (even more so for those with less powerful pc's) to go in and out each time we want to add an objects

wet pecan
#

It’s best to post to the recent Kjun post and not here, because I don’t think Kjun reads old post anymore.

marble schooner
wet pecan
silk steeple
#

Haven't played in a few weeks, but it seems a recent update invalidated a lot of mods related to CAZ.

fringe basin
#

Just wanting to throw it out there that I am not a huge fan of having to turn on every single individual mod after each hotfix/update. I am unable to do it all at once for it crashes my game doing so. I have to individually click them to verify them and turn them on. I have 400 mods on there, so it feels very tedious :). Just wanting to note it <3. Appreciate all that you guys do!

timid violet
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You shouldn't have to hit the "subscribe to mod" button to be able to download it. "Subscribe" should just be "download" instead. I really don't understand the whole "subscribe to mod" thing.

I know it's the way the game is set up, but using CurseForge for mods is a pain. I'm not a huge fan of CurseForge at all; I think mods on there are just a jumbled mess, but that's just me.

Also, if you're downloading mods, you should remove the screen where you have to choose between CurseForge and the mod kit. It makes no sense to me. it should just default to CurseForge if that's where mods are. also, I really wish the ecosystem of this game would stop referring to clothing and other items as mods. I don't consider clothing, jewelry, furniture, etc. as mods; I consider them custom content.

Most people coming from years of playing The Sims are way more used to the term "custom content." To me, mods are things that affect gameplay, such as:

  1. Body sliders
  2. Things that allow you to change the length of day or age
  3. Disabling or changing gameplay features

Everything else is custom content.

feral hare
#

Please make that the Zoi can build lots of things themselves, for example, that they can buy baby furniture/ all kind of furniture in the shop and then put it together. I’d like to see some good, natural animations for this. It’ll also add to the game play.

hexed thunder
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(I had pasted in wrong channel before,hope this is the right one )Topic: Expanding AI Tools for Complex Modding (Auto-Rigging & Mesh Generation)
First, I want to say a huge thank you to the dev team and Kjun! The work you've done on the 3D printer and the overall AI integration in inZOI is truly groundbreaking. It’s exciting to see an "AI-first" company pushing the boundaries of life simulation.
I have a suggestion for the ModKit and future updates to the Wizard/3D Printer tools to make modding even more accessible for everyone:
Expanded AI Mesh Generation: Currently, the 3D printer is amazing for objects and furniture. I would love to see this extended to "Living Meshes"—allowing us to turn 2D images into 3D models for Zois, pets, animals, and even vehicles, and mabye even more etc.
Integrated Auto-Rigging: Alongside the Wizard tool, adding an AI Auto-Rigger would be a game-changer. If the AI could recognize a "humanoid" or "quadruped" shape and automatically apply the game's skeleton, it would allow us to create unique mythical creatures or supernatural "shifters" (like the raven-man transformation in Maleficent) without needing external professional software.
I understand that implementing AI rigging for complex movement takes a lot of time, but I hope you consider this as a long-term project for inZOI. It would be a massive relief for the modding community and would make high-level creativity accessible to every player, regardless of their technical background