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Getting Ready for inZOI’s Modding Update (Updated)

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В октябре выходит обновление с поддержкой модов, включая редактор модов с HTML, Lua-скриптингом и интеграцией LLM-инструментов.

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Hello, everyone. Happy Friday!

Once again, we’d like to share what the inZOI development team has been working on this week.

For October, we’re preparing an update that will improve autonomy based on areas that fell short in the previous update, make existing lots more attractive, refine the appearance of unique NPCs, and add new outfits and hairstyles. We’re also working on fixes for issues affecting social events and restaurants. The update will add a Build Mode option for setting access permissions for employees and customers, as well as a feature for editing the order of actions. We’re also preparing improvements to CAZ that will let you fine-tune intimacy and relationships.

I believe the inZOI team is working very hard. There’s still plenty of room for improvement, of course, but if we keep building on what we have, we can make the game better and better.

It has been more than four years since our team began developing inZOI, but we haven’t yet made a game that fully meets your expectations. That’s why, as we first discussed with you, we’ve continued working to create an environment where you can make and enjoy mods in inZOI.

Recently, we tested mods with a small group of players, and we’re planning an October update based on what we learned. As more people begin using mods, we expect new limitations to surface and a wide range of feedback to come in. Even so, we’re working to prepare the update quickly because we’re excited to see the creative things you’ll make with mods.

I’ve worked as a developer for a long time, and I’ve always enjoyed game mods. With recent advances in AI, I believe mod creation is becoming easier and more accessible to more people. Simulation games like inZOI have great potential for a thriving modding community.

To make mods more accessible, we’ve made it possible to create UI with simple HTML. We’ve also added Lua scripting and integrated MCP, so you can use LLM tools to make mods more easily. You can find the documentation here: mod-docs.playinzoi.com We believe these tools can help people create their own content, even if they don’t have much experience with modding, game development, or programming. Our team is working hard to build that kind of environment.

Looking ahead, we plan to give you access to developer-level tools through the Mod Kit Editor. In today’s video, we’ll share highlights from the mod test we held with a small group of players. We hope more of you will enjoy creating and playing inZOI mods.

We hope you enjoy the video. When the October mod update arrives, we hope many of you will try out inZOI’s mods. It would be wonderful if you also had the chance to create mods of your own.

Have a wonderful weekend, and we’ll see you again next week.

kjun

P.S A team member made an inZOI stock market mod today, and it was so much fun that I wanted to share it with you all

※ For the video, please check it on Discord or the forum.

🔗 Discord: Link

🔗 Forum: Link

Kjun’s Reply to Your Comments

Hello, everyone.

Thank you for all the replies to last week's post. I've read through the whole thread, from the welcome for script mods to the long, detailed suggestions and the concerns. I'd like to give honest answers to the points that came up most often.

1."Are mods replacing the base game?"

Many of you said mods should expand the game, not complete it, and I agree. Mod support does not replace our own work on the fundamentals. Our team is still working on personality, autonomy, emotions and animation, and we will not hand that work over to modders.

At the same time, I've been amazed by what creators like ZoiWorks and the creator of Age of Magic have made in such a short time. We'll look at what players love about these mods, and where it makes sense, we'll consider bringing similar ideas into the game officially.

2. Traits and IDs

Some of you asked why existing traits like Volunteer were replaced, when modders were able to add new trait IDs. Last August, we made changes to some of the more abstract traits. At the time, there were technical limitations we couldn't work around, and that's why we made that decision. We'll make sure this doesn't happen again.

3.Expressions, eye contact and reactions

Many of you pointed out that Zois don't look at their phones or the camera, don't make eye contact, and show the same expression whether they're happy or sad. You're right that this breaks immersion.

We're currently working on improving eye contact and gaze. Your examples were really helpful: the labor scene, guests standing still at parties, families who don't come to graduations, and street performers who don't react. I believe it's important for Zois and NPCs to react to what's happening around them. In October, we plan to add reactions such as Zois greeting people they know, and hosts asking guests they don't get along with to leave after a while. We'll keep developing more reactions like these.

4.Bugs you reported

We've gathered the issues raised in this thread and shared them with the team, including need scaling on day-length settings other than 48 min/day, group activities, restaurant hosting and ratings, duplicated mod textures, and the gaps between lots and sidewalks.

I know many of you have waited a long time for things we've talked about over the past four years. I don't take your patience for granted. Even the harsh comments come from people who care about inZOI, and that means a lot to us.

Thank you, as always.

Kjun

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