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[Poll] When is inZOI going to get some real NSFW mod?


paradisesins

[Poll] When is inZOI going to get some real NSFW mod?  

1360 members have voted

  1. 1. [Poll] When is inZOI going to get some real NSFW mod? Not textures or spicy clothes but a real deal mod.

    • End of 2025
    • First half of 2026
    • Second half of 2026
    • First half of 2027
    • Second half of 2027
    • Never. This game is cheeks to mod.


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Posted
On 9/26/2025 at 9:37 AM, coomerz said:

The modkit didn't include support for scripting mods apparently. It's supposed to be released in December according to the devs (as of 4 months ago on the inZoi Reddit Modkit AMA) and I'm guessing that's what modders are waiting on

Is this still the case or did they postpone it for later?

Posted
15 hours ago, paradisesins said:

Is this still the case or did they postpone it for later?

I can't lie, I get lost on which thread is which for inZOI here, and I forget where I may have commented on this kind of question last I checked, or if I did at all.

 

To answer the question though, last I understand, the original plan was to allow for script modding via Unreal Blueprints by/in December of 2025/right about now to soon-ish, but a lot of modders protested both things like the terms for modding and what not, and how to mod, if I'm both understanding and recalling correctly.

 

 

This ultimately resulted in them re-organizing their script modding efforts from the Unreal Blueprints to LUA, which if I recall correctly is highly/extremely accessible for scripting. (This also, of course, means it was ultimately pushed back for this refocus of script modding efforts.)

 

This technically comes from the community at the end of the day, since they only acted in accordance to what they saw the people wanted. In any case, the game without script mods is coming along nicely for what it's worth. It'll only be this much more expandable with script mods by the time they're ready/viable.

Posted
On 12/19/2025 at 1:59 AM, GarbageNameHere said:

It'll only be this much more expandable with script mods by the time they're ready/viable.

 

LUA is good update to this whole ordeal tbh. If they can add LUA hooks instead of the Blueprints then we are golden or at least partially as we still may need some extender to hook into more important parts. Either way good news.

 

I was hoping we will see or hear something from their contender aka Paralives but they moved release for next year, so no clue if they are going for what made Sims and hopefully what will make Inzoi more popular or they will just die death of indie Sims.

Posted
On 12/23/2025 at 1:23 PM, podgladacz said:

I was hoping we will see or hear something from their contender aka Paralives but they moved release for next year, so no clue if they are going for what made Sims and hopefully what will make Inzoi more popular or they will just die death of indie Sims.

Not only do I need Paralives to be good for personal reasons and reasons that I can't find in inZOI, Sims or any other known alternatives, but I also have more than enough reasons, spanning back to it's start back in late 2019, to believe Paralives will be alright come May, and that it'll leave it's mark on the life sim genre, but in the mean time, I'm crossing my fingers still for inZOI here, as this one year alone since March has been pretty good update-wise.

Posted (edited)

  

 

Hello!

First time posting but felt its kind of necessary..
 

I’ve read about half of this thread, so I might be repeating what others have already said... but I genuinely believe this game has the potential that so many people here see in it.

I’m a middle‑aged dude with mediocre coding skills (I don’t really code anymore; these days I lead dev teams / divisions 😄 ), and yet I’m excited to dive into UE5 because I see the possibilities for creating grounded, realistic life‑sim content for this game. And no, I’m not talking strictly about hardcore porn content. Life itself isn’t PG‑13. The world can be cruel, grim, unfair, and complicated. Things like drugs, crime, adult relationships, and morally gray choices are part of the real world we live in.
 

However…

I’ve been holding back from creating a proper mod, something solid, something worth investing real time into,
All because the one thing we all need is still missing: the framework.
The backbone. The glue that ties everyone’s efforts together and makes the whole ecosystem robust enough to build on.
Every mod friendly game has "THE framework" ( Sexlab, WickedW , AAF, Captive Events etc.)


For this game THE framework everyone is waiting for is more of a rumor, one unfortunate grift/scam, and a lot of uncertainty.
I completely understand why that puts people off. But I really hope that someone with the right skills and vision eventually releases "a standard"... a foundation.... that everyone can build on.


Because once that happens... People like myself and the community is going to explode with creativity.

We have so many talented people here: coders, artists, designers, storytellers, tinkerers and explorers (i categorize myself as a explorer)

Right now everyone is experimenting in their own corner, pushing out awesome work with skin mods etc and testing ideas. But without a shared structure, all that potential risks drifting in different directions. What lacking are the common standards and systems. Systems that interact, evolve, and support each other. Systems that let creators focus on creativity instead of reinventing the wheel every time.

Its not very common for devs to publish mod-tools this early and there seems to be a will and understanding from the Krafton team to enable a community to mod as they see fit. ( I know the scripting part is not released yet)

So we are in a good position here, the OG-dev team (Krafton - 'the platform team') has give us the platform but the common rule-set for development of adult content is missing...
Really hope that "THE framework" will emerge and Im pretty confident that users are willing to support it either by 'git commits' or financially through peatron / subscribe star if such a standard emerges.

It might seem like im only hungover/drunk from new years eve and just rambling, which is true and I will probably copy/pasting parts of this text to other parts of this forum but I really think there are potential here.

 

Edited by makarov02
Posted
59 minutes ago, makarov02 said:

Really hope that "THE framework" will emerge and Im pretty confident that users are willing to support it either by 'git commits' or financially through peatron / subscribe star if such a standard emerges.

Wait no longer, we're on track to finally getting somewhere, though it will still naturally take time, someone known to be doing something (with a proof of concept to back it up!) is better than nothing!

  • 1 month later...
Posted (edited)
17 hours ago, paradisesins said:

Y'all think it's going to drop this month?

Well, we already have a proof of concept available for download, but I just also want to add that Wicked Whims for The Sims 4 itself only appeared in 2016, 2 years after The Sims 4's release in 2014. Thanks to @Spirit_Shard, we're ahead of that, but let's also try to continue remaining patient as it's not (presumably) as quick and easy as it was in The Sims 4.

 

I see you already posted in this thread, so just keep paying attention to that, enable notifications, etc.

Edited by GarbageNameHere
Forgot the link to the LL Thread, so I added it in
Posted
On 9/26/2025 at 12:37 AM, coomerz said:

The modkit didn't include support for scripting mods apparently. It's supposed to be released in December according to the devs (as of 4 months ago on the inZoi Reddit Modkit AMA) and I'm guessing that's what modders are waiting on

It’s February 7th 2026… did the script mod get released yet? What’s the word on an actual REAL DEAL mod for this game guys?? It’s like the perfect game for it too. Somebody..please give me some good news lololol

Posted

Aren't they changing it to LUA so they're delaying it to the end of the year?

I believe that's what I read somewhere.

Posted (edited)
3 hours ago, des said:

Aren't they changing it to LUA so they're delaying it to the end of the year?

I believe that's what I read somewhere.

As far as official modding methods go, this is what it can be boiled down to, yes, with the VERY explicit disclaimer, mind any person viewing this, that this was the move made entirely based upon modder's requests. The claim is that LUA would be far more capable and open to possibilities as opposed to the Unreal Blueprints, so this delay may very well be considered self-inflicted by the community and not the developers.

 

I say this to basically say, don't blame the devs for this one, the community is the one that spun the ship around on script mods, not the developers.

Edited by GarbageNameHere
Better phrasing
Posted
2 hours ago, GarbageNameHere said:

...The claim is that LUA would be far more capable and open to possibilities as opposed to the Unreal Blueprints, so this delay may very well be considered self-inflicted by the community and not the developers.

I say this to basically say, don't blame the devs for this one, the community is the one that spun the ship around on script mods, not the developers.

It's another example of "modders" (and I mean the boldest of bold quotes there) kinda leading us into a screwed up situation, and one all of us with actual knowledge and know-how are going to be really annoyed by forever-more. Unreal Engine does not natively run or support LUA, but it does natively support Blueprints because it's Unreal Engine's own scripting set-up. All you need to make Blueprints to work for modders is give us headers and some documentation, and that's it. Of course there's design stuff they could take into consideration, but even still, with those headers we would be capable of doing nearly everything an actual developer could. What these 'modders' are effectively asking them to do is, instead of just giving us the headers with some documentation that gives us access and control over the entire game, they are instead asking them to make a dedicated Lua hooks system which will only be able to support whatever the developer adds hooks and translations for.

It's like being asked, "Hey, we'll give you the entire warehouse of gold bars!" and instead you're like "Nah, I'll just take whatever you can shave into this handbag instead." Like, yeah, modding support is great, but LUA is literally more work for the devs with less capabilities for people modding...

(I could get into a technical breakdown of why it's absurd to ask for a Lua API instead of a blueprints one, but this isn't the right thread for that. >.<)

You can find the Lua system in the game files already, it's extremely limited at the current moment with a config JSON that shows the, like, 6 available parameters. The game itself is almost entirely built in custom C++ classes that are exposed to blueprints, the exception is most of the AI related stuff which is raw C++ from the looks of it and doesn't have direct UFunctions (they are using a llamaCPP plugin of some kind, haven't investigated further).

Sorry, long reply, just kind of annoys me. >.>
What people should have asked for is Blueprints with headers first, then a Lua option later. We would have got it sooner, would have more capabilities, and it would have been easier for the developers. Though, I suspect part of the decision is GenAI related, GenAI can't generate Blueprints after-all, but they could generate Lua...

Also, you can 'sort-of' blame the devs as far as they just gave in to demands about technical stuffs, from non-technical people. But I do agree, don't get angry at the devs, they're just trying to make cool stuffs, we probably wouldn't have gotten an extensive modding API this early anyways without everything breaking.

Posted
19 hours ago, Spirit_Shard said:

What these 'modders' are effectively asking them to do is, instead of just giving us the headers with some documentation that gives us access and control over the entire game, they are instead asking them to make a dedicated Lua hooks system which will only be able to support whatever the developer adds hooks and translations for.

It's like being asked, "Hey, we'll give you the entire warehouse of gold bars!" and instead you're like "Nah, I'll just take whatever you can shave into this handbag instead." Like, yeah, modding support is great, but LUA is literally more work for the devs with less capabilities for people modding...

(I could get into a technical breakdown of why it's absurd to ask for a Lua API instead of a blueprints one, but this isn't the right thread for that. >.<)

Well now I'm irritated knowing this cause it definitely wasn't my personal expertise so I could only go with the flow, but yeah no, from day one, people have been all over the devs and being paranoid over modding ToS and stuff, and people genuinely (and CLEARLY) just didn't know how to act about any of it, and asked for something ridiculous out of nothing more than misinfo, probably having to do with some of what you mentioned toward the end, plus people who also didn't know any better just listening to the ones asking and making the claims they did.

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