[10.09.26] MCP Script Modding

Hello, Creators! Happy Friday. We’re back with some exciting news.
A new inZOI update is scheduled for next Thursday, the 15th.

In this week’s announcement, we’d first like to share the modding guide video prepared last month, followed by an overview of the major changes coming in next week’s update.

As this update was prepared within a relatively short period of time, it may not address everything you were hoping for. Rather than trying to make enormous changes all at once, we hope you’ll see this as part of our effort to strengthen and improve inZOI’s fundamentals through more frequent updates.

While there are no major new systems this time, the main focus of this update is on features that give you greater control over autonomy—such as preventing customers from freely using objects in businesses—as well as the long-requested free placement options in Build Mode and improvements to modding.
The changes coming in this update will be detailed in the comment below.

With the rapid development of AI technology, modding has become much more approachable. In the video we’re sharing today, we’ve tried to provide guidance that makes the modding process easier to follow, and we hope some of you will give it a try yourselves.

We know there are still areas where the game may not yet feel as polished as you would like. With your valuable feedback, we’ll continue working quickly to make inZOI more refined and complete.

Have a wonderful weekend, everyone. We’ll be back next week with more details about the update.
Thank you!

-Kjun

Major Reworks and Simulation Improvements

Half-bath animations and facial expressions

  • Half-bath animations have been extended to flow more naturally, and relaxed facial expressions have been added to replace the previous neutral expressions.
  • Child Zois will alternate between two different relaxation animations.
  • Issues where adult male character poses would sink into or float above the bathtub have been fixed.

Complete overhaul of 17 resident households

  • The appearances, backgrounds, temperaments, traits, and relationships of 17 default households across Dowon, Bliss Bay, and Cahaya have been reworked.
  • Note: These changes will fully apply only to newly started games. Existing save files will only receive the updated household descriptions and photos.

Autonomy and conversation system improvements

  • Lot activities: Lot visit activity plans have been improved according to age group, and Zois can now naturally move between and participate in activities across nearby lots, such as Nuri Square and Harang Stream.
  • Autonomous conversations: Zois now select conversation topics based on their own and the other Zoi’s emotional state, intimacy level, and relationship, including family, friendship, romance, and business relationships.
  • Reactions and warnings: When Zois encounter someone they know, their greetings will vary depending on their relationship and mood. If a Zoi with a poor relationship trespasses into their home, they will receive two warnings before being kicked out.
  • Autocomplete support for user cheats.
  • Individual door permissions for each household member.
  • Lot Autonomy Plan Edit Mode.
  • When multiple copies of the same object are available, Zois will prioritize objects on the nearest floor and at the shortest distance.

New Content and Items

Wall-mounted first-aid medicine cabinet

  • Added under Build Mode > Props > Decoration for 100.
  • Provides five medication options for colds, motion sickness, allergies, bronchitis, and pain relief, as well as an option to check the status of the medicine cabinet.

CAZ and clothing additions

  • Five hairstyles.
  • Three mustaches and three beards.
  • Three makeup presets.
  • Two raincoat/rain boot items.
  • Six themed outfits.
  • Five anime-style masks.
  • Various additional clothing and shoes.

Expanded Build Mode and objects

  • More than 113 new build and interactive objects have been added, including salon assets, European-style clock towers, doors and large signs, LED shelves, outdoor sculptures, and two tile textures.
  • A tool for drawing basement walls has been added.
  • Cheat functions for free object placement and scaling have been added.

UI and Quality-of-Life Improvements

Unified overhead icons (Plumbob FX)

  • When a stat increases, its corresponding increase icon will now appear directly above the Zoi’s head. There are 31 icons in total.
  • The previous numerical stages and progress bars have been removed.
  • Icons for low needs and thought bubble designs have also been improved.

Expanded Zoi creation (CAZ)

  • When creating a family, you can now preconfigure intimacy levels, preferences (likes/dislikes), and relationships.

First-person view and convenience features

  • First-person view is now available while surfing and diving.
  • Lot/business management: You can now remove an active business template and immediately replace employees without having to fire them first.

Social events and movement improvements

  • Events will now begin after all participating Zois have arrived.
  • Participants have also been improved to move all the way inside the event venue.
  • Performance drops caused by large gatherings have been reduced by introducing a system that reuses nearby Zois.

Engine, System, and Mod Support

Improvements to walking while holding hands

  • Improvements have been made to separation while moving, waiting when one Zoi falls behind, clipping through doors, wrist and elbow bending, and finger poses.
  • Holding hands will now persist after saving and loading.
  • Zois will automatically let go of each other’s hands when using an umbrella.

Canvas sharing improvements

  • Preference information will now be saved when uploading Zoi presets.
  • Custom Lot Autonomy Plans will now be included when uploading and sharing lot presets.

Major ModKit improvements

  • Lua script mod support: Supports integration with MCP tools and AI assistants.
  • Additional modding tools: Customization of the game’s built-in post-process filters, a new Hat Wizard tool, and improved UI/UX and workflow speed for the Build and Vehicle Wizards.
  • In-game mod management: A management launcher has been added to toggle Overlay UI mods on and off from the HUD. The Mod Manager now also supports custom aliases for mods, along with improved naming for sorting UI options.
13 Likes

This sounds amazing - as usual a very exciting update to look forward to :thankyou: :custom_heart:
Looking forward to this:
:white_check_mark:Expanded Build Mode and objects
More than 113 new build and interactive objects have been added, including salon assets, European-style clock towers, doors and large signs, LED shelves, outdoor sculptures, and two tile textures.
:white_check_mark:A tool for drawing basement walls has been added.
:white_check_mark:Cheat functions for free object placement and scaling have been added.

Thank you so much Kjun and Team - Have a great weekend :heart_hands::two_hearts:

1 Like

The videos on the forum are a bit too blurry, but I’m still glad I could see the Lua script mod support and improvements to autonomy :grinning_face_with_smiling_eyes:

Yes, we all here on the forum can truly feel how valuable and important your feedback is to us! Thank you for that!

:sad_but_relieved_face: :sad_but_relieved_face: :sad_but_relieved_face:

5 Likes

being able to reload mods on the fly and generate scripts in real time via mcp is a huge deal. almost no game does that, you always need to reload the whole game for it to read the scripts/mods.

for those not familiar mcp stands for model context protocol. its like giving your ai access to certain things. an example is if i ask my ai what time it is. the text model has no idea what time it is, but if i allow a mcp tool call it can check my system time and thus return a real answer.

1 Like

While I don’t have any issue with a mod maker using AI to quickly generate a code for them so they can review, and plug in the information they want to, I also understand that many people who don’t know what they are doing and don’t understand that AI is supposed to be used as a “tool” the same way we use a calculator to check our work , many people make themselves a tool to the AI or calculator and that is were the issues come in.

Cashiers who can’t count never spot an error from the register b.c they don’t understand basic math, and so they can’t trouble shoot the issue. Likewise many ppl will just tell the AI to make this or that mode, but they won’t check it, they won’t even understand how to troubleshoot any issues, or in some cases when the AI is failing to see the issue within its own coding, the person can’t step in and find the issue b.c they honestly don’t know anything.

I don’t think such dangerous mods should be allowed to be shared, especially without some sort of Mandatory and obvious tagging/flagging system that allows players to know the type of mod being used.

Yes it is true all mods carry a risk of breaking your game, but think of it this way. When you hire a professional electrician to work on your lights, there is a chance his wiring skills could catch your home on fire, but its not really likely, although possible.

But you can also hire some random off the street who says he will do it at half the price. It is possible he will do a great job, but an even higher risk your home will go up in flames.

There are many who don’t mind paying half the price and taking risk. But there are also people who would never take such a risk. What matters is that people are allowed to “choose” to take that risk.

4 Likes

the painting mod wow!! so creative!

2 Likes

Looking forward to trying out the update, as always :smiling_face_with_three_hearts:

Kjun, this is amazing! Thank you for all the hard work you and i the inZOI Team are doing! I love this game! :heart: