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Edit existing presets — every preset row now has an Edit button next to Apply. Click it and the Builder opens pre-filled with the preset's current items, ready for tweaks. Save with the same name to update in place.
No more duplicate listings — the legacy "Saved Presets" section is hidden when an actor uses the slot system. Same preset showing twice on one card was confusing — slot list is canonical now.
Editing a worn preset doesn't lose items — the build flow now tracks items that survive across an edit and keeps them tagged correctly. Previously, adding a single piece to a worn preset and saving would leave you wearing only the new piece.
Saving an edit auto-reapplies — if you edit the preset you're currently wearing, the new outfit equips immediately as part of save. No more "close PrismaUI, see naked NPC, reopen, click Apply".
UI refreshes immediately after save — the preset card shows the new item count right away instead of staying stale until you exit and reopen PrismaUI.
🚫 Blacklist Enforcement
Blacklisted items truly stay put — three new guards across the preset swap, edit-and-resave, and apply paths. The swap cleanup skips blacklisted items entirely (no delete, no unequip). The edit-overwrite cleanup respects the blacklist. The equip phase skips new preset items whose slot would force the engine to cascade-unequip a blacklisted piece. The contract is "never touch these", and we honor it across every SeverActions outfit operation now.
🏠 Companions Page
Outdoor work/relax markers show location — the resolver was only checking the marker's parent cell, which is unnamed for outdoor placements (worldspace grid cells). It now falls through to the enclosing Location and worldspace, so a marker placed outside Whiterun shows "Whiterun" instead of "None".
💰 Debt Tracking
PrismaUI Clear button works — the Clear button on debts was silently no-op'ing. The Papyrus event handler wasn't parsing the actor-name prefix that the C++ helper prepends, so the equality check against creditor name never matched. Fixed.