Getting started with inZOI modding
Installing .pak mods, enabling modding, and building content with KRAFTON's official ModKit.
This guide covers how to install mods in inZOI and how the game's modding model works, for players who want custom content and creators deciding where to start. inZOI runs on Unreal Engine 5, so its modding follows Unreal conventions (.pak files, an official ModKit) rather than the bespoke formats older life-sims use. It's also in Early Access on a shifting engine, so a few habits will save you grief.
How inZOI modding is structured
There are two layers worth understanding before you touch anything:
- Pak-file content mods: the majority of community mods are Unreal
.pakfiles. Custom clothing, objects, textures, and Zois ship this way. You install them by dropping files into a specific folder. - The official ModKit: KRAFTON ships an Unreal-Engine-based ModKit for creators to build and package content with first-party tooling. If you intend to make mods rather than just install them, this is the sanctioned route.
The character side centres on CAZ ("Create A Zoi"), inZOI's character creator. KRAFTON has steadily widened what CAZ modding can reach, including accessories, motion and animation, and facial edits. Lua scripting support is on the ModKit roadmap, which would extend modding past cosmetics into behaviour.
Step 1: install the game and locate the mods folder
inZOI installs through Steam (store page). Once it's installed, find the game folder. In Steam: right-click inZOI, then Manage, then Browse local files.
Inside the install, .pak mods belong in:
BlueClient/Content/Paks/~mods
If the ~mods folder doesn't exist yet, create it exactly as written (the leading tilde matters, it's an Unreal convention that controls load order). Files dropped anywhere else won't load.
Step 2: enable modding
A fresh inZOI install isn't necessarily mod-ready out of the box. The community's standard approach has been a Mod Enabler utility that switches modding on so .pak files actually load. Grab it from the game's Nexus Mods page and check its current notes, since the requirement can change as KRAFTON revises official mod support. Don't skip this: it's the most common reason a correctly-placed mod does nothing.
Step 3: install your first content mod
The manual route, which works for any source:
- Download a mod (most live on Nexus Mods, the main inZOI content hub).
- Extract the archive if it's zipped. You're looking for one or more
.pakfiles (sometimes paired with.ucas/.utocfiles, which travel together, keep them as a set). - Move those files into
BlueClient/Content/Paks/~mods. - Launch the game and check that the content appears in the relevant menu (CAZ for characters and clothing, build mode for objects).
inZOI has also been expanding in-game mod browsing through a CurseForge integration, which downloads and manages mods without manual file handling. If your build has a Mods button in the main menu, that's the lowest-friction path. Treat the manual .pak method as the universal fallback that works regardless of source.
Step 4: if you want to create mods
Start with the official ModKit rather than reverse-engineering the game. It's Unreal-Engine-based, so:
- Get familiar with the Unreal Engine workflow the ModKit targets. KRAFTON documents the supported version; match it, because mismatched engine versions are a frequent cause of broken packaging.
- Build and package your content through the ModKit so it exports correctly as loadable
.pakcontent. - Test locally by installing your own output into
~modsbefore you publish. - Publish openly. If you put your project on GitHub, OpenMods' sync pipeline can surface it here automatically.
Common gotchas
- "My mod is in the folder but nothing shows up." Two usual causes: modding isn't enabled (Step 2), or the files aren't in
BlueClient/Content/Paks/~modsexactly. - "Everything broke after an update." KRAFTON began migrating inZOI from Unreal Engine 5.4 to 5.6 in early 2026. Engine migrations force creators to rebuild; wait for mod authors to ship updated versions.
- "Do I keep the .ucas and .utoc files?" Yes. When a mod ships those alongside a
.pak, they're a set. Install all of them together. - "Is there an official ModKit or just community tools?" Both. KRAFTON's ModKit is the sanctioned creation path; the Mod Enabler and Nexus are community-side. They're not in conflict, they serve different stages.
- "Should I back up first?" Yes. Between Early Access patches and the engine migration, breakage is normal. Keep copies of mods and saves.
What to do next
If you're a player, browse the inZOI catalogue on OpenMods and check Nexus Mods for the bulk of cosmetic content. If you're a creator, the ModKit plus a public GitHub repo is the combination that gets you both proper tooling and discoverability here.
For how we keep this coverage current, see the OpenMods guides index.