Updates
What we are working on and everything finished, newest first.
Being worked on 8
- UpdateEverything 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
- UpdateConnecting 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
- UpdateNative saves now cover moved and placed objects, door links, room names, deletions, items, containers, books and leveled lists; NPCs and scripts are next
- BugSaving a change to some lights' falloff or cone angle fails
- FixMaking interrupted saves finish automatically when you reopen a room or save again
- BugAfter a save is interrupted, reopening a room can bring back an older object position instead of the latest saved move
- UpdateSave 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
- UpdateFaster Play start: cutting the short freeze when you press Play
Finished work 60
- Sunday, October 25, 2026
- FixA quick second edit right after another is no longer skipped: every move, delete and placement is saved
- Bug fixedMoving 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 fixedA quick second edit right after another could be skipped and not saved
- UpdateClick filter on the toolbar: clicks pass through fog, dust and light beams to the wall behind them, and the effects keep playing
- FixOpening an interior is two to three times faster: the map loads once and door lookups use an index
- FixChoosing a mod project while a cell is open now opens it for editing, with its people and objects
- FixPrison gates, cell doors, chests and other game objects now show in Game View and Play, as they do in the game
- Bug fixedOpening an interior took several seconds longer than needed (the map loaded twice)
- Bug fixedA cell opened before choosing a project stayed without its people and objects, and edits there could not be saved
- Bug fixedPrison cell bars are missing in the editor's view of the Imperial Prison
- FixSaving 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 fixedSaving a mod could mark the room's ambient sounds as deleted
- FixThe Data Files window loads its list of plugins again, with each one's masters, size and record count
- Bug fixedThe Data Files window never finished loading its list of plugins
- UpdateThe 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
- UpdateCharacters 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 fixedSome clothes show gaps at the shoulders and waist in the NPC Editor preview
- Bug fixedMost characters show a default skin tone, and some a different hairstyle, than in the game
- FixCharacters 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 fixedSome 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 fixedThe Base Form editor's item preview shows a placeholder instead of the item
- UpdateThe 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
- UpdateThe tracker is easier to read on phones, with clearer categories, aligned dates and times, and a choice of Pacific or local time.
- UpdateRetiring the old Python and Rust helpers the editor no longer needs
- Bug fixedSome older tools could show already-saved room edits again after an interrupted save
- Bug fixedReopening a room where you placed objects from the Object Drawer fails with an error
- Bug fixedThe game's own NPCs do not appear when you press Play in an interior
- Bug fixedA mod that only changes the game's existing objects can refuse its next Save to mod
- FixA 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 fixedA project's saved view could miss your latest edits until something refreshed it
- Bug fixedOpening an interior with NPCs logs an animation error once per session
- Bug fixedSome of the game's NPCs log a control-rig error when they load; we are checking whether their pose or face is affected
- Bug fixedLeaving a brand-new empty level asks whether to throw away edits, even though nothing was changed
- Bug fixedClutter 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 fixedNPCs and creatures stood half sunk into the floor
- Bug fixedEdits could be lost if the editor closed unexpectedly or a level was replaced without saving
- UpdateSaving your changes is faster and more reliable
- FixEvery race in the game now shows in the outfit preview
- UpdateOpening an interior to edit is faster and more reliable
- UpdateUndo and redo now work across a whole cell, including door links
- UpdateSwitching between mod projects keeps the work in your open cell
- UpdatePlay now runs real item physics: clutter falls and settles like it does in game, and Stop puts everything back
- Bug fixedCharacter preview had the wrong body, head and skin for Khajiit and Argonians, and bad framing after a race change
- Bug fixedSeveral actions could start at the same moment and get in each other's way
- Bug fixedUndoing a door link did not restore the landing spot, and redo showed doubled doors
- Bug fixedLinking a door right after other work said "The mod is busy right now"
- Bug fixedRecording edits in a real interior could hang or time out
- Bug fixedRestarting the editor could skip saving the session's history
- Bug fixedAfter switching projects, opening any interior was refused with "Wait for Data Files to finish"
- Bug fixedAt startup, some actions gave the wrong waiting message while Data Files were still loading
- Bug fixedNPCs loaded later in a session could be missing their AI and effects
- Bug fixedSaving while editing was blocked gave no message
- Bug fixedThe edit journal could drop an entry when confirming changes
- Bug fixedReading edit history failed if another program was writing to it at the same time
- Bug fixedA rare crash when placing a new object
- Bug fixedAn unsaved NPC draft could come back damaged
- Bug fixedA save that was refused could still show as saved
- Friday, October 23, 2026
- UpdatePath grids and cell identity now load in the editor's own code
- UpdateThe editor builds mod packages with Unreal's own tools, and the game loads them the same way as before
- UpdateNew 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
Roadmap
The editor is heading for its first internal test build.
- DoneBaseline: every tool and test catalogued
- DoneThe editor builds mod packages with Unreal's own tools
- NowNative foundations: projects, saving, undo and the editing session (4 of 5 steps done)
- PlannedEvery tool complete and working on its own
- PlannedOne native Save and Export
- PlannedThe installer
- PlannedInternal testing on a clean PC