Galejro Posted September 24, 2019 Share Posted September 24, 2019 This is where I'm stuck, I try to generate but it just get's stuck on the queue, a very old version of the esp does allow it, modern one get's sutck on this, what do I do. Link to comment Share on other sites More sharing options...
icestormng Posted September 24, 2019 Share Posted September 24, 2019 That can happen if CK doesn't like a mesh or a texture in your data folder. I will also refuse to load Cells that contain these items. The only problems is that CK doesn't tell you what file causes the problems. Link to comment Share on other sites More sharing options...
Galejro Posted September 24, 2019 Author Share Posted September 24, 2019 (edited) But I use only ingame assets to do LODs if that's the case CK doesn't allow to use the very assets Fallout 4 was made on... WTFBut at least I know it's not the esp file thanks. Edited September 24, 2019 by Galejro Link to comment Share on other sites More sharing options...
niston Posted September 25, 2019 Share Posted September 25, 2019 You can use procmon to try and identify the offending mesh file. Define a filter based on CK process name*, enable event logging, start the LOD gen process and then check the last few files CK accessed before hanging up. This is also helpful if the game CTDs on loading a broken NIF or texture. It's is often a much faster way to identify the culprit than the divide-and-conquer method of repeatedly removing half the files from a bunch of folders until the game stops CTDing. * If the LOD generator runs as a separate process, find it's name and use that for the filter Link to comment Share on other sites More sharing options...
payl0ad Posted September 25, 2019 Share Posted September 25, 2019 First, I don't think you're supposed to tick "Tree Flats". Second, if you only need Static Object LOD (which includes trees), you can try xLODGen, which does provide error messages when it encounters a mesh it doesn't like. Link to comment Share on other sites More sharing options...
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