Updates

What we are working on and everything finished, newest first.

Being worked on 8
  • Update
    Everything in a cell is editable, like the Construction Set: built-in level art now moves, rotates, scales and deletes like any object and is kept in your mod; copies come next, and its pak export later
  • Update
    Connecting the new C++ save to your project: it reads only the records a save needs, checks nothing changed underneath it, and keeps everything your plugin already has
  • Update
    Native saves now cover moved and placed objects, door links, room names, deletions, items, containers, books and leveled lists; NPCs and scripts are next
  • Bug
    Saving a change to some lights' falloff or cone angle fails
  • Fix
    Making interrupted saves finish automatically when you reopen a room or save again
  • Bug
    After a save is interrupted, reopening a room can bring back an older object position instead of the latest saved move
  • Update
    Save to mod in C++: a new plugin writer that checks every file it writes before using it, replacing the old Python writer in this milestone
  • Update
    Faster Play start: cutting the short freeze when you press Play
Finished work 60
  • Sunday, October 25, 2026
  • Fix
    A quick second edit right after another is no longer skipped: every move, delete and placement is saved
  • Bug fixed
    Moving part of the game's built-in level art could stop the editor from saving any later edits until it was closed, losing them
  • Bug fixed
    A quick second edit right after another could be skipped and not saved
  • Update
    Click filter on the toolbar: clicks pass through fog, dust and light beams to the wall behind them, and the effects keep playing
  • Fix
    Opening an interior is two to three times faster: the map loads once and door lookups use an index
  • Fix
    Choosing a mod project while a cell is open now opens it for editing, with its people and objects
  • Fix
    Prison gates, cell doors, chests and other game objects now show in Game View and Play, as they do in the game
  • Bug fixed
    Opening an interior took several seconds longer than needed (the map loaded twice)
  • Bug fixed
    A cell opened before choosing a project stayed without its people and objects, and edits there could not be saved
  • Bug fixed
    Prison cell bars are missing in the editor's view of the Imperial Prison
  • Fix
    Saving no longer marks a room's ambient sounds and leveled creatures as deleted, and moving a sound or a door's landing spot is now saved
  • Bug fixed
    Saving a mod could mark the room's ambient sounds as deleted
  • Fix
    The Data Files window loads its list of plugins again, with each one's masters, size and record count
  • Bug fixed
    The Data Files window never finished loading its list of plugins
  • Update
    The NPC preview looks like the game: hair draws as strands instead of static, skin gets its shading, and the figure stays perfectly still when you are not changing anything
  • Update
    Characters look as they do in the game: each NPC shows its own skin tone, hairstyle and hair colour in the cell view, Play and the NPC Editor, instead of a shared race default
  • Bug fixed
    Some clothes show gaps at the shoulders and waist in the NPC Editor preview
  • Bug fixed
    Most characters show a default skin tone, and some a different hairstyle, than in the game
  • Fix
    Characters keep their own skin: faces, hands and arms that drew black in the NPC Editor and the cell view show their skin tone again, and hair shows its colour
  • Bug fixed
    Some characters' skin shows black (face, hands or arms) and some hair shows the wrong colour in the NPC Editor and the cell view
  • Saturday, October 24, 2026
  • Bug fixed
    The Base Form editor's item preview shows a placeholder instead of the item
  • Update
    The interior bar over the viewport (day and night, time, game view, placement, markers, navigation) can now be hidden with its X; Unblivion > Interiors > Interior preview > Show interior bar brings it back, and the editor remembers your choice
  • Update
    The tracker is easier to read on phones, with clearer categories, aligned dates and times, and a choice of Pacific or local time.
  • Update
    Retiring the old Python and Rust helpers the editor no longer needs
  • Bug fixed
    Some older tools could show already-saved room edits again after an interrupted save
  • Bug fixed
    Reopening a room where you placed objects from the Object Drawer fails with an error
  • Bug fixed
    The game's own NPCs do not appear when you press Play in an interior
  • Bug fixed
    A mod that only changes the game's existing objects can refuse its next Save to mod
  • Fix
    A failed save will keep your previous plugin instead of deleting it first, and deleting a game object will save as a real Creation Kit delete
  • Bug fixed
    A project's saved view could miss your latest edits until something refreshed it
  • Bug fixed
    Opening an interior with NPCs logs an animation error once per session
  • Bug fixed
    Some of the game's NPCs log a control-rig error when they load; we are checking whether their pose or face is affected
  • Bug fixed
    Leaving a brand-new empty level asks whether to throw away edits, even though nothing was changed
  • Bug fixed
    Clutter such as planters and food could end up in random spots in game; Play now runs the game's item physics so you see where things land before exporting
  • Bug fixed
    NPCs and creatures stood half sunk into the floor
  • Bug fixed
    Edits could be lost if the editor closed unexpectedly or a level was replaced without saving
  • Update
    Saving your changes is faster and more reliable
  • Fix
    Every race in the game now shows in the outfit preview
  • Update
    Opening an interior to edit is faster and more reliable
  • Update
    Undo and redo now work across a whole cell, including door links
  • Update
    Switching between mod projects keeps the work in your open cell
  • Update
    Play now runs real item physics: clutter falls and settles like it does in game, and Stop puts everything back
  • Bug fixed
    Character preview had the wrong body, head and skin for Khajiit and Argonians, and bad framing after a race change
  • Bug fixed
    Several actions could start at the same moment and get in each other's way
  • Bug fixed
    Undoing a door link did not restore the landing spot, and redo showed doubled doors
  • Bug fixed
    Linking a door right after other work said "The mod is busy right now"
  • Bug fixed
    Recording edits in a real interior could hang or time out
  • Bug fixed
    Restarting the editor could skip saving the session's history
  • Bug fixed
    After switching projects, opening any interior was refused with "Wait for Data Files to finish"
  • Bug fixed
    At startup, some actions gave the wrong waiting message while Data Files were still loading
  • Bug fixed
    NPCs loaded later in a session could be missing their AI and effects
  • Bug fixed
    Saving while editing was blocked gave no message
  • Bug fixed
    The edit journal could drop an entry when confirming changes
  • Bug fixed
    Reading edit history failed if another program was writing to it at the same time
  • Bug fixed
    A rare crash when placing a new object
  • Bug fixed
    An unsaved NPC draft could come back damaged
  • Bug fixed
    A save that was refused could still show as saved
  • Friday, October 23, 2026
  • Update
    Path grids and cell identity now load in the editor's own code
  • Update
    The editor builds mod packages with Unreal's own tools, and the game loads them the same way as before
  • Update
    New mod projects can be created from the Start prompt
At a glance
  • Being worked on 8
  • Finished 60
  • High open bugs 4
  • Medium open bugs 6
  • Low open bugs 5
Open the bug tracker
Roadmap

The editor is heading for its first internal test build.

  • Done
    Baseline: every tool and test catalogued
  • Done
    The editor builds mod packages with Unreal's own tools
  • Now
    Native foundations: projects, saving, undo and the editing session (4 of 5 steps done)
  • Planned
    Every tool complete and working on its own
  • Planned
    One native Save and Export
  • Planned
    The installer
  • Planned
    Internal testing on a clean PC