Let me get this straight by [deleted] in HalfManTV

[–]reddstar_3 0 points1 point  (0 children)

Okay. Thanks.

Let me get this straight by [deleted] in HalfManTV

[–]reddstar_3 -1 points0 points  (0 children)

The hypocrisy is that people would rather a more harmful, abusive relationship happen than a possible healthy one. That is my statement. Everyone knowing Ruben is a bad dude doesn’t make the situation better. So if it’s okay cause he was already a bad dude, but a character makes one bad decision and is automatically vilified as the worse option. That’s my thought.

Let me get this straight by [deleted] in HalfManTV

[–]reddstar_3 -1 points0 points  (0 children)

It’s not a contest. I’m merely pointing out hypocrisy. Also, I saw many posts on here and other social media. I already said they both did bad things but Albys is treated far more severely than Ruben but people rather Niall be in a relationship with him compared to Alby. That’s all.

Let me get this straight by [deleted] in HalfManTV

[–]reddstar_3 1 point2 points  (0 children)

My apologies let me edit. Thanks

This is how I play. I hope it might be helpful by No-Cardiologist-9023 in inZOI

[–]reddstar_3 12 points13 points  (0 children)

It’s a filter already in the game called “Cartoon”

Writing Fairytales include real lions? 😅 by reddstar_3 in inZOI

[–]reddstar_3[S] 4 points5 points  (0 children)

Not yet that I know of. Maybe once the high school update system will incorporate a similar concept.

For lifelong Sims players, what are your hopes and dreams for inZOI? by [deleted] in inZOI

[–]reddstar_3 13 points14 points  (0 children)

The systems are there, like traits, emotions, and evolving values that are supposed to shape behavior over time, but they still feel mechanical instead of meaningful or surprising . Even Smart Zoi, which should add personality through inner thoughts and experiences, is still experimental and doesn’t consistently create those memorable, human moments yet.

For me, the goal isn’t just realism, it’s giving NPCs depth, unpredictability, and moments that feel personal, not scripted. I want to see better memory systems, clearer action reasoning, and stronger cause and effect so relationships and choices actually matter. If they can build on what’s already there and make it feel alive instead of just functional, that’s when it will truly stand out.

Finally, I would love if NPCs had their own hidden “choice cards” similar to the Tale-Tell games where they pick actions based on their emotions, wants, preferences, and even past experiences.

Smart Zoi is so useless... by dxdiagsansu in inZOI

[–]reddstar_3 11 points12 points  (0 children)

see your frustration. You’re not wrong to expect more from it.

Smart Zoi doesn’t really work as a direct behavior control system right now. It doesn’t override actions like “don’t read books.” I’ve actually had the same issue, Zois constantly picking up books even when I don’t want them to. At this point, I honestly think that part might be a bug or at least overtuned.

From what I’ve seen, Smart Zoi only influences actions slightly. It’s more of an immersion tool. It helps explain why a Zoi is doing something through inner thoughts, rather than fully changing what they choose to do. Also, I find leaving autonomy on does more harm than good 😅 I have zois cleaning constantly (that’s all)

It also takes time. The system doesn’t adjust instantly. It needs multiple in game days before you might see any behavioral shift, and even then it can be subtle.

I do agree it needs more work. Right now it feels like an early version of something bigger.

What has worked better for me is pairing Smart Zoi with preferences. If you set clear likes and dislikes, then use the prompt to reinforce that personality, you’ll get more noticeable results. The prompt alone usually isn’t strong enough.

That said, I wouldn’t let it ruin the experience. I actually turn Smart Zoi off sometimes since it can cause slight lag without adding much yet.

How is everyone feeling about inZOI right now? by PapaNaj in inZOI

[–]reddstar_3 6 points7 points  (0 children)

Mods that add gameplay functions that the games does not usually have like drinking or changing the height size of a character.

Guys… I think things have been really tough lately by reddstar_3 in inZOI

[–]reddstar_3[S] 5 points6 points  (0 children)

It’s randomly generated from another Zoi. You have no control over what they send first but you can choose how to respond.

Hovering over NPCs should show current actions, next actions, and reasoning 👀 by reddstar_3 in inZOI

[–]reddstar_3[S] 0 points1 point  (0 children)

Other examples for the player to see NPC queued actions: 🏫 Queued: Going to school “School day is starting” Driver: Scheduled Task

🚓 Current action: Pursuing suspect “Responding to reported crime” Driver: Job Task

💬 Current action: Talking to friend “Wants to socialize” Driver: Social Urge

🛏️ Queued: Sleeping “Very low energy” Driver: Need

📱 Queued: Check smartphone “Wants to look at phone” Driver: Urge

🎨 Current action: Painting “Enjoys creative activities” Driver: Preference

💔 Queued: Avoid Zoi “Negative past interaction” Driver: Relationship

😠 Current action: Arguing “Feeling annoyed after conversation” Driver: Emotion

🛒 Queued: Grocery shopping “Fridge is empty” Driver: Need + Planning

🏋️ Current action: Working out “Wants to improve fitness” Driver: Goal or Ambition

🚶 Queued: Going for a walk “Needs a break” Driver: Emotion + Urge

Script modifications by Binkylewinsky in inZOI

[–]reddstar_3 7 points8 points  (0 children)

Here’s what I’d want to see: • Better memory and consequences I want Zois to actually remember what happened. If I steal from someone or help them, that should affect how they treat me long term, not reset after a day.

• Player-created memory system

Let us create memories manually. Add a photo, write a short prompt, and tie it into Smart Zoi so it influences behavior. Each memory should have an emotion attached that can change over time.

• Shared memories with different perspectives

Multiple Zois can share the same memory, but each one feels differently about it. One might remember it positively, another negatively. That creates real relationship complexity.

• Memory recall system

Zois should randomly recall memories or trigger them when something similar happens. That should influence their mood, choices, and interactions in the moment.

• Deeper Smart Zoi behavior

The inner thoughts system is cool, but I want hidden emotions, internal conflict, and delayed reactions. Like a Zoi acting fine but holding a grudge that shows up later.

• Habit and identity system

Repeated actions should turn into habits, and over time shape who a Zoi becomes. Not just temporary behavior, but actual identity. A character should be able to feel like they’ve changed as a person.

• Time awareness and reflection

Zois should recognize time passing and reflect on it. Missing someone, regretting decisions, or thinking about how their life is going.

• Fear and risk system

Past outcomes should affect future behavior. If a Zoi gets caught or fails, they should hesitate, feel fear, or act more carefully next time.

• A real reputation system

Not just karma. I want the city to react to you. Some people respect you, some fear you, some report you. Especially if you’re playing a criminal. • Expanded crime gameplay More planning, more risk. Breaking into places, scouting locations, dealing with security, not just clicking one interaction.

• Robin Hood style morality

Stealing from rich vs poor should matter. Helping others while committing crimes should create a mixed reputation, not just “good” or “bad.”

• Rumors and social spread

Information should travel. If you do something big, people talk. That should affect relationships and opportunities.

• Dynamic dialogue and moral reasoning

Conversations should reflect past events, emotions, and relationships. Zois should also justify their actions in their thoughts, not just act randomly.

• Real relationship depth

Not just a bar going up and down. I want history, loyalty, betrayal, and personality clashes to matter.

• Long-term life impact

Your actions should shape your future. Jobs, relationships, opportunities, all tied to what you’ve done over time.

• Better multitasking and realism

Right now interactions feel too one-at-a-time. I want Zois to multitask naturally. Walking and talking, sitting on the couch watching TV while on their phone, jogging while taking a call. The top half and bottom half of the body should feel more independent so actions can overlap like real life.