TristanGray Posted October 28, 2021 Share Posted October 28, 2021 (edited) First let me point out that I'm new to mod creation (not new to modding though), but it's all pretty basic and simple stuff. I don't know how a simple cell with some static and a few followers could break in such a way.After I enter a custom made cell in CK, save game, quit the game, launch the game again, reload the save made in the custom cell, I get an infinite loading screen. This doesn't occur anywhere else, and the rest of the game seems to work just fine. It wasn't a one-time glitch either, as it seems to repeat itself for the third time now. The interior cell is just a player home - nothing special, no scripting going on, only a regular navmesh, three npc's made as followers (fully made in CK alone with no outside assets), and an activator which triggers hidden door. Also some static assets from modders resources on Nexus. However, I am 100% sure none of those are a cause of the issue, since I tested the game with them before and it worked just fine.I know ignoring warnings from CK is a bit of a meme at this point, but this is a little more severe and the two pop-ups that appear when I load the cell in the CK, are the only leads I have. They appear when I choose my interior cell from Cell View in CK.Here are the mentioned warnings: https://imgur.com/a/ZpDwBZf If anyone could tell me how to resolve them, or if they have anything to do with the issue at all, that'd be great. Also, I don't use ENB. Only Vivid Weathers and Requiem Realistic Darkness, as far as lighting goes and they always worked without an issue. Honestly I would just make a new mod, but it took me a really long time to make that cell.---SOLVEDAs it turns out, the problem had nothing to do with the warnings. It was a corrupt save, which somehow occurred inside of the cell and so made the loading impossible. I'm pretty sure it was one of my other active mods, but why would it happen specifically in a bare-bones cell with very little going on is beyond me. As for the errors;HAVOK fDirection360 warning had to do with a static object placed in the cell. I didn't find the exact culprit, but stripping the cell of npc's, markers, activators and so on until I was left with static alone (removing the static disabled the warning) made it pretty self-explanatory. Though I still have no idea what exactly caused the error, it looks like CK just choked at some point when i was placing static, leaving a warning but no other issues in game or in CK. So, safe to ignore I guess.BSLightingShadersProperty.cpp assertion on the other hand, was caused by npcs. I run eye, hair, and skin texture replacers, and my guess is CK has difficulty with processing them. Edited October 30, 2021 by TristanGray Link to comment Share on other sites More sharing options...
Hanaisse Posted October 28, 2021 Share Posted October 28, 2021 Have you tried cleaning your mod with xEdit? Link to comment Share on other sites More sharing options...
TristanGray Posted October 28, 2021 Author Share Posted October 28, 2021 Have you tried cleaning your mod with xEdit? Didn't work, I went ahead and did just that a moment ago. I don't think it was necessary either, LOOT didn't show ITM records or nothing. Link to comment Share on other sites More sharing options...
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