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Got custom animations working! (Anyone still interested?)


Spirit_Shard

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Posted

Would be amazing to see this game get the same love sims has someday.

 

I think the game itself feels a bit empty right now and really needs more mods in general. I would definitely love to see this work out and have people who know about these things bring it to life.

 

Hope you give it a try and see what gives, I'll keep an eye out!

Posted

Oh, I promise, people are DEFINITELY as eager as ever for this, and it's an actual dream to see someone doing something real after literally almost all of 2025 (particularly since around the end of March!!!)

 

My only worry is how this might be incompatible with future mods when proper official script modding enters the scene, but it's better to have an option now, and if need be, convert it to something newer and more uniform later!

Posted

A lot of people are interested (like me 😂) I believe why no one has done anything yet was because the inzoi team has said they would develop script mod kit for the game to make modding simpler and modders were waiting for that but it would be nice if you are able to develop this even before that

Posted

Please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please 

Posted

Do it...I have a few dildos already made in Blender for this game but no reason to upload them anywhere yet. I'm just a 3D modeler, I've been waiting for someone with the technical skills to get custom animations into this game. 

Posted

I have never put a comment in my years in loverlab. but please do it. Don't rush it man, don't get burnt out. It kinda gives me hope for future modding if more people see your mod.

Posted

I've been playing Inzoi as a replacement to previous life sim games and I absolutely love it. And I love that you are thinking to make the mod like this. I'd really want it and look forward to it. Thank you for your effort! 

PS: Full on script modkit will be released early next year too, so modding future for this game is exciting 

Posted

Came back to say, after reading the request for suggestions and such, the biggest standard for a life simulation sex mod obviously looks like The Sims 4's WickedWhims. There's an INCREDIBLE amount of ground to cover to get anywhere near that, but one thing that immediately is going to, generally speaking, be necessary is the ability for whatever sexual interactions are integrated with this, be able to affect the Zoi's relationships and emotions/thoughts/feelings, etc, both regarding other people and themselves.

 

I put it super generally because it's hard to get into the details so suddenly and in just one post nonetheless, but again, WickedWhims for The Sims 4 pretty much became the blueprint for adult modding in a life simulator, so hopefully it alone can spark a lot of inspiration for what can be done with inZOI, especially thanks to inZOI returning to an open world formatted game as opposed to closed/single lot like Sims 4 (or anything other than Sims 3, really.)

Posted

Initial reception to the idea of NaughtyZoi has been very positive, and there's certainly enough interest for me to commit to trying to make NaughtyZoi happen!~

Currently running interest polls over on our Discord, here's my recent announcement after the initial reaction!
"
After seeing the positive reaction to the idea of an inZoi 'NaughtyZoi' framework, and seeing more than enough people are interested, I'm now willing to fully commit to trying to make NaughtyZoi happen! (I was going to try regardless, but going to try and get it started sooner rather than later lol)

According to the polls, There are actually more people in this community who are directly interested than I actually expected (I know most people joining over the last year have been for Palworld related modding, which is quite a bit different than inZoi lol). However, there are still a good number of people more interested in other projects. So I think the current majority that are voting to finish SCML's port before working fully on NaughtyZoi is a good approach.

So here's my current plan
(Unsorted and subject to change, as usual >.<)

  • Investigate inZoi interactions system (via Blueprints if possible)
  • Get custom interactions fully functional within inZoi (using ModKit+Blueprints)
  • Work on porting BFM to SCML so SCML is functional
  • At certain milestones/progress, copy over existing SCML and test with inZoi
  • When BFM to SCML conversion is functionally complete, get basic NaughtyZoi functionality complete and release a public build
  • When NaughtyZoi is 'working', work on finishing pregnancy system for SCML/BFM/NaughtyZoi as first major feature addition to test cross-game modding workflow

I do not currently have any ETA or timeline for this stuffs, but the most difficult problems with SCML have been solved, porting is going to mostly be re-working Blueprint logic to work with custom objects and then making the game-layer for BFM to still function properly. Unlike previous projects, I do want to try and force myself to release test builds much more frequently, as I've been severely lacking in that department as of late (I'm really bad at it, sorry >.<).
"

For context, SCML is "Spirit's Common Mod Library" (WIP Name) which is the generalized framework I had mentioned in the initial post. BFM is "Baking For Mara" which is the framework for Oblivion Remastered.

 

41 minutes ago, GarbageNameHere said:

...the biggest standard for a life simulation sex mod obviously looks like The Sims 4's WickedWhims. There's an INCREDIBLE amount of ground to cover to get anywhere near that, but one thing that immediately is going to, generally speaking, be necessary is the ability for whatever sexual interactions are integrated with this, be able to affect the Zoi's relationships and emotions/thoughts/feelings, etc, both regarding other people and themselves...

Yeah, frameworks for the Sims games has taken a very different approach. I originally had written a comment regarding this in the main post but wanted to try and trim down the post's length (the longer a post is, the less likely it is people will actually read it... lol)


When it comes to frameworks like WickedWhims, they've taken a much more closed-off ecosystem approach to modding, and is only referred to as a framework because that's just the language we've used to describe these kinds of mods. However, they're really the same kind of framework when compared to stuff like SexLab. My frameworks are much more inspired by the work done for Bethesda titles like Skyrim with SexLab, which are much more focused on providing an open API for other mods to call and create/manage their own systems.

For NaughtyZoi, I'll be trying to do both in a sense, and I think this will be fairly unique in the 'life sim' space. The plan is to provide base-line functionality that integrates with inZoi's gameplay systems (where possible, still need to do more experimentation) which can also be overwritten and changed by other mods through an API and hooks. The hope is to provide a full experience while still providing a flexible API for other mods to do their own version so things. That said though, the pick-up for making modules for the existing frameworks I've made is fairly limited, so for the sake of faster progress I may develop more systems without an API until someone actually expresses interest in making something, just to speed up progress (making the API does take time/effort).

Posted
31 minutes ago, Spirit_Shard said:

That said though, the pick-up for making modules for the existing frameworks I've made is fairly limited, so for the sake of faster progress I may develop more systems without an API until someone actually expresses interest in making something, just to speed up progress (making the API does take time/effort).

I appreciate this, mainly because I don't see anyone else whatsoever in the running for this element of the modding scene in inZOI, and the only person people mainly look at, the person behind Sims 4's Wicked Whims, merely did an april fools, not actually releasing/doing anything for inZOI. That, coupled with scams who also wanted to take advantage of a pretty basic name ("WickedZoi"), and you probably already get the gist from there. The prospects have been dry, and looked to remain that way until now!

 

Honestly, the further details I leave both to your own capable decision-making (from what I've seen!) and those who could better conceptualize the mod further, and just ask on a more very basic and simpler level, that the name try to be more unique to inZOI rather than just copying the Wicked branding, especially since it's already been tainted by this point.

Posted

I'd pay for nsfw in this game. It's a major part of why I think a lot of games that include it do pretty good because we're all a little horny and even when we end up liking the game for more, sex drew us in (BG3 and CyberPunk 2077). Inzoi recently had me return due to the new patch and the future roadmap....Inzoi is about to really set itself a part soon and I think NSFW modders are going to help triple the player base.

Posted

I wish you the best of luck making this. I feel like so many people want something “just like ww” but inZOI has so many unique features already built into the game, I excited to see what you come up with over time! Imagine if smart zoi could even be tweaked to be less censored! Zois always already have unique responses to setting the mood depending on their current state. There are so many possibilities!


excited to see what you do with this!

Posted

Very Much looking forward to what you create Spirit_Shard and will keep my eyes open on this space.  Thank You and Happy New 2026!

Posted
On 12/30/2025 at 11:19 PM, Spirit_Shard said:

Initial reception to the idea of NaughtyZoi has been very positive, and there's certainly enough interest for me to commit to trying to make NaughtyZoi happen!~

Currently running interest polls over on our Discord, here's my recent announcement after the initial reaction!
"
After seeing the positive reaction to the idea of an inZoi 'NaughtyZoi' framework, and seeing more than enough people are interested, I'm now willing to fully commit to trying to make NaughtyZoi happen! (I was going to try regardless, but going to try and get it started sooner rather than later lol)

According to the polls, There are actually more people in this community who are directly interested than I actually expected (I know most people joining over the last year have been for Palworld related modding, which is quite a bit different than inZoi lol). However, there are still a good number of people more interested in other projects. So I think the current majority that are voting to finish SCML's port before working fully on NaughtyZoi is a good approach.

So here's my current plan
(Unsorted and subject to change, as usual >.<)

  • Investigate inZoi interactions system (via Blueprints if possible)
  • Get custom interactions fully functional within inZoi (using ModKit+Blueprints)
  • Work on porting BFM to SCML so SCML is functional
  • At certain milestones/progress, copy over existing SCML and test with inZoi
  • When BFM to SCML conversion is functionally complete, get basic NaughtyZoi functionality complete and release a public build
  • When NaughtyZoi is 'working', work on finishing pregnancy system for SCML/BFM/NaughtyZoi as first major feature addition to test cross-game modding workflow

I do not currently have any ETA or timeline for this stuffs, but the most difficult problems with SCML have been solved, porting is going to mostly be re-working Blueprint logic to work with custom objects and then making the game-layer for BFM to still function properly. Unlike previous projects, I do want to try and force myself to release test builds much more frequently, as I've been severely lacking in that department as of late (I'm really bad at it, sorry >.<).
"

For context, SCML is "Spirit's Common Mod Library" (WIP Name) which is the generalized framework I had mentioned in the initial post. BFM is "Baking For Mara" which is the framework for Oblivion Remastered.

 

Yeah, frameworks for the Sims games has taken a very different approach. I originally had written a comment regarding this in the main post but wanted to try and trim down the post's length (the longer a post is, the less likely it is people will actually read it... lol)


When it comes to frameworks like WickedWhims, they've taken a much more closed-off ecosystem approach to modding, and is only referred to as a framework because that's just the language we've used to describe these kinds of mods. However, they're really the same kind of framework when compared to stuff like SexLab. My frameworks are much more inspired by the work done for Bethesda titles like Skyrim with SexLab, which are much more focused on providing an open API for other mods to call and create/manage their own systems.

For NaughtyZoi, I'll be trying to do both in a sense, and I think this will be fairly unique in the 'life sim' space. The plan is to provide base-line functionality that integrates with inZoi's gameplay systems (where possible, still need to do more experimentation) which can also be overwritten and changed by other mods through an API and hooks. The hope is to provide a full experience while still providing a flexible API for other mods to do their own version so things. That said though, the pick-up for making modules for the existing frameworks I've made is fairly limited, so for the sake of faster progress I may develop more systems without an API until someone actually expresses interest in making something, just to speed up progress (making the API does take time/effort).

 

This is amazing, and it is great to see how much interest NaughtyZoi has already generated. The plan you outlined makes a lot of sense, especially starting with investigating the interaction system and getting custom interactions working first before layering in larger framework features. Given how much work you have already done with SCML and BFM, the phased approach and frequent test builds sound like a solid way to move things forward.

 

You are also more than welcome to share updates or releases over on r/inZOI_Adults as things progress too. We are excited to see NaughtyZoi take shape.

 

As a quick FYI that may help with longer term planning, the inZOI dev team has confirmed they are moving away from Blueprints in favor of Lua based scripting because the modding community requested a more code driven workflow. As I'm sure you may already know, Lua is lightweight, easier to iterate on, and much easier to share and maintain for open APIs and modular frameworks like the one you are aiming for. Full scripting capabilities are expected to be available in the final ModKit, which is currently planned to drop sometime this year. Kjun will be giving an update on the final ModKit on Discord this Friday.

 

Happy New Year!

 

Posted (edited)
On 12/30/2025 at 9:00 PM, GarbageNameHere said:

...that the name try to be more unique to inZOI rather than just copying the Wicked branding, especially since it's already been tainted by this point.

I wouldn't really feel comfortable trying to follow in another's footsteps anyways, trying to use the 'Wicked' branding would never sit right with me to begin with. I mean, look at the framework I made for Oblivion Remastered, it's not called anything related to lovers or PK, it's freakin' called "Baking For Mara" where we refer to the naughty as "making sweetrolls!" lol


Currently, the WIP name is just NaughtyZoi, which abbreviates to NZoi (which I thought was simple but clever enough), however I can see how that may still seem too close. We'll workshop the name over time and see what people suggest and come up with, I'd certainly love to get a more unique name and design a new fancy logo for it!~ (when the time comes >.<)

 

On 12/30/2025 at 10:09 PM, Anotherdegendiva said:

...Imagine if smart zoi could even be tweaked to be less censored! Zois always already have unique responses to setting the mood depending on their current state. There are so many possibilities! ...

I do like that inZoi has already separated itself quite a bit from the Sims titles, implementing systems that Sims never even had, and it certainly has a very different feel to it! I certainly feel the framework should do the same, but working up from 'scratch' is going to take a lot of time, so I hope people are understanding when even things they consider 'basic' do not function as expected. >.<

For SmartZois, they use a small language model that they supposedly trained themselves, but is often still too heavy to run locally and, from my research so far, requires an internet connection to function properly. In-theory we could hijack this system like any other, but actually doing so without official support would be a massive task as we'd need to learn what kind of model and training they used, what kind of keywords/tokens they used to trigger in-game events, and much more technical stuffs. Making it 'less censored' probably won't happen until the developers are able to get it fully working in offline mode, something they are supposedly working on.

 

2 hours ago, SexyZoi said:

You are also more than welcome to share updates or releases over on r/inZOI_Adults as things progress too...

...the inZOI dev team has confirmed they are moving away from Blueprints in favor of Lua based scripting because the modding community requested a more code driven workflow...

Happy New Year!

Checked out the reddit and saw the preview thread, posted there~ ^-^
Not much of a reddit user these days, so I probably won't remember to post any updates there, but you can always update people there on whatever I'm doings.

I'm well aware of the move toward a lua scripting system being added for modding, though I wish we would have gotten the blueprint system first, then the lua system later. Since we don't have access to the lua scripting system yet, I can't really speak to it much, however I do know we can already do pretty much anything we want using injection. SCML uses a mixture of Blueprints and C++ using UE4SS as our injector and memory injection assistant. Basically, what I do is use tools like UE4SS, FModel, and a few other memory tools to figure out how systems work in the game and inject our own logic directly into it. Basically, reverse-engineering the game so we can hijack functions the game already has and including our own logic as if it was native to the game, giving us the kind of flexibility we'd have as any other Unreal Engine game developer. There are limitations imposed by however they developed the game of course, and there's always the caveat that our tools could break upon some major update, but it should give us the flexibility we need regardless of the scripting system they implement.

Basically, this is a long-winded way of saying, "I know about the lua scripting system, we are progressing regardless of its implementation." lol

-
As for current progress if people are curious, been a bit slow as I took it a bit easy for the holiday and took some time to do some gaming. ^-^
Just working on porting BFM to SCML and improving the C++ side of things, just busy work essentially so nothing interesting. I don't expect to have anything playable within inZoi for at least a full week, and public releases will be delayed until we can confirm certain Zoi 'checks' are functional to prevent exposing people to potential content they'd rather not. I've already confirmed all the systems within the existing framework will function in isolation within inZoi, however there's currently no AI manipulation outside disabling autonomy temporarily to do our own thing; this will likely be the biggest hurdle early on. I'd also like to try setting up a project with proper headers for the game to make mods easier to create, however this is a process I'm not very experienced in and may not achieve in a timely manner. X.x

EDIT : OH MY GOSH, I NEARLY Forgot to say Happy New Year!~ =^-^=

Edited by Spirit_Shard
new year
Posted
On 12/29/2025 at 12:19 PM, Spirit_Shard said:

So the question, are people still interested in a Proper Naughty Framework for inZoi?

 

Hi Michael,

 

To answer your question if the community still has interest in a project like this: we don't just want it, we need it.

 

Since InZoi came out, I've been checking LoversLab and Reddit every single month to see if a proper NSFW mod/framework has finally appeared. After all the scams and dead projects in 2025, seeing you get custom animations working in basically one day is a huge relief and gets me excited again.

 

I know you've pulled off impressive things before with Succubus Heart.

 

Keep going, the community is really rooting for you.

Posted

Tip:

If you have an animation rig ready, might want to post that so people can start playing with it. More animation previews are made, more buzz around your project and more excitement it gets. Also, more content you have on day 1 the better.

 

Excited fans are an excellent source of free labour, and the best part is they'd be happy for you to exploit them. Yes. myself included.

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