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17 Messages

 • 

244 Points

Wed, Oct 21, 2020 7:54 PM

Solved

Lightroom Classic: When trying to add files to Collections I get this error: ?:0: attempt to compare two nil values

I just installed LrC 10 and when I went to add images to a target collection, I get the following error: ?:0: attempt to compare two nil values.  This is really holding me up organizing my photo book.  Please help.

Responses

3 Messages

 • 

102 Points

3 months ago

Same here, sort order is 'User defined':

Lightroom Classic-Version: 10.0 [ 202010011851-ef6045e0 ]
Lizenz: Creative Cloud
Spracheinstellung: de-DE
Betriebssystem: Mac OS 10
Version: 10.15.7 [19H2]
Anwendungsarchitektur: x64
Anzahl logischer Prozessoren: 12
Prozessorgeschwindigkeit: 3,2 GHz
SQLite-Version: 3.30.1
Integrierter Speicher: 32.768,0 MB
Für Lightroom verfügbarer phys. Speicher: 32.768,0 MB
Von Lightroom verwendeter phys. Speicher: 3.467,1 MB (10,5%)
Von Lightroom verwendeter virtueller Speicher: 16.225,8 MB
Cache-Speichergröße: 898,9MB
Interne Camera Raw-Version: 13.0 [ 610 ]
Maximale Anzahl Threads, die Camera Raw verwendet: 5
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
Virtueller Speicher in Camera Raw: 890MB / 16383MB (5%)
Physischer Speicher in Camera Raw: 997MB / 32768MB (3%)
Monitore/Anzeigegeräte: 1) 5120x2880

Informationen zum Grafikprozessor: 
Metal: AMD Radeon RX Vega 64

Anwendungsordner: /Applications/Adobe Lightroom Classic
Bibliothekspfad: /Users/asadmin/Pictures/Lightroom/Fotoarchiv komplet/Fotoarchiv komplet-v10.lrcat
Einstellungen-Ordner: /Users/asadmin/Library/Application Support/Adobe/Lightroom

Installierte Zusatzmodule: 
1) AdobeStock
2) Aperture/iPhoto-Import-Zusatzmodul
3) DENOISE projects 3 professional
4) Excire Search
5) Exportiere nach PanoramaStudio 2
6) Facebook
7) Find Duplicates 2
8) Flickr
9) Focus Point Viewer
10) Helicon Focus Export
11) Mirage Drucken
12) SHARPEN projects 3 professional
13) Teekesselchen

Config.lua-Flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default (Externe Kopfhörer)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x42
CoreImage: true
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon RX Vega 64 OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-3.10.18
OGLEnabled: true
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 

3 Messages

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102 Points

Very strange: I changed the sort order in the destination to 'Capture Time' and suddenly it worked. When switching back to 'Custom order' the error reappears.

2 Messages

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76 Points

Very useful mitigation. Should be highlighted at the top. Thanks.

Champion

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5.5K Messages

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97.6K Points

3 months ago

"I changed the sort order in the destination to 'Capture Time' and suddenly it worked. When switching back to 'Custom order' the error reappears."

LR 10 has a new implementation of Custom Order (that fixed old bugs). Unfortunately, that new implementation also has bugs that are causing the problems in this thread. LR sometimes stores "nil" for the custom-order position of an image within a collection, which then causes the error messages reported here.

See the other bug report for gory technical details:

https://feedback.photoshop.com/conversations/lightroom-classic/lightroom-classic-limit-of-52-reorderings-in-customordered-collections-and-folders/5f5f45b94b561a3d425c094f?commentId=5f91f13549d3ca75248dcdf2

17 Messages

 • 

244 Points

@John_R_Ellis  Yes!!  I changed over to Sort by Capture time in View within the said Collection and voilà! It allowed me to move images into the Collection from other Collections and my Folders in the Catalog.  Thanks for the tip.  Support did tell me that this is a known problem and there would be a fix "soon".

52 Messages

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818 Points

Thank you John R Ellis! That worked for me!

35 Messages

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632 Points

3 months ago

Hello,

I regularly use collections in my workflow but I started having issues while trying to add photos to a few of my collections today. When I try to add photos to certain collections I receive the error message  (?:0: attempt to compare two nil values) I have restarted LR Classic but the issue still persists. I'm using Mac OSX 10.15.6 and LR Classic 10.

Thanks in advance for any help.

- Mike

Note: This comment was created from a merged conversation originally titled Collection Error: Cannot add photos to certain collections in Lightroom

636 Messages

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9.6K Points

What collections?

Please post a screeen shot of what you are seeing on your system.

Champion

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5.5K Messages

 • 

97.6K Points

Why conversations get merged: https://feedback.photoshop.com/conversations/lightroom-classic/lightroom-auto-import-to-folders-organized-by-date/5f5f44f14b561a3d422ab0ba?commentId=5f5f48984b561a3d422bdf45

Champion

 • 

5.5K Messages

 • 

97.6K Points

See the workaround at the top of this thread:

https://feedback.photoshop.com/conversations/lightroom-classic/lightroom-classic-when-trying-to-add-files-to-collections-i-get-this-error-0-attempt-to-compare-two-nil-values/5f9091ea35f40c2520b9ecc4

2 Messages

 • 

76 Points

3 months ago

Same problem. Details for my specific situation are at the following thread:

https://community.adobe.com/t5/lightroom-classic/on-add-to-collection-0-attempt-to-compare-two-nil-values/m-p/11536528?page=1#M208659

And my System Info is:

Lightroom Classic version: 10.0 [ 202010011851-ef6045e0 ]
License: Creative Cloud
Language setting: en
Operating system: Mac OS 10
Version: 10.15.7 [19H2]
Application architecture: x64
Logical processor count: 16
Processor speed: 3.6 GHz
SqLite Version: 3.30.1
Built-in memory: 32,768.0 MB
Real memory available to Lightroom: 32,768.0 MB
Real memory used by Lightroom: 4,259.5 MB (12.9%)
Virtual memory used by Lightroom: 24,899.2 MB
Memory cache size: 2,354.3MB
Internal Camera Raw version: 13.0 [ 610 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 215MB / 16383MB (1%)
Camera Raw real memory: 224MB / 32768MB (0%)
Displays: 1) 5120x2880, 2) 1920x1200

Graphics Processor Info: 
Metal: AMD Radeon Pro 580X

Application folder: /Applications/Adobe Lightroom Classic
Library Path: /Users/berdine/Pictures/Lightroom/DPB Primary LR Catalog-v10.lrcat
Settings Folder: /Users/berdine/Library/Application Support/Adobe/Lightroom

Installed Plugins: 
1) AdobeStock

Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default (Built-in Output)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x42
CoreImage: true
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon Pro 580X OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-3.10.18
OGLEnabled: true
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 

Champion

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5.5K Messages

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97.6K Points

3 months ago

A workaround that's helped several so far: Select the problem collection and do View > Sort to change its sort order to something other than Custom Order.

57 Messages

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860 Points

The entire reason for my collection is to have a custom order of photos from multiple folders. Hoping this gets resolved quickly.

10 Messages

 • 

248 Points

Your suggested workaround worked for me. Thanks very much John_R_Ellis

2 Messages

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72 Points

thanks for the workaround!

1 Message

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60 Points

Helped for me to...Thank you.

1 Message

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60 Points

@John_R_Ellis Hi John...Trying to use your workaround...but not seeing View > Sort as an option. Clicking on the collection I want to add from, going up to the menu, clicking VIEW and what next? There is no option to Sort in the View menu. What am I doing wrong?

4 Messages

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94 Points

Go to View Menu >> Grid View (G)

Then below the grid, change the Sort By Option to anything but Custom. 

(edited)

Champion

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5.5K Messages

 • 

97.6K Points

"Trying to use your workaround...but not seeing View > Sort as an option."

Go to Library grid view (e.g. type "g"). Then you'll see the View > Sort menu (see the screenshot):

2 Messages

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76 Points

@John_R_Ellis

Ditto... the workaround worked for me today, too. 

Thanks a ton.  

2 Messages

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70 Points

I have tried to use this workaround for adding photos to quick collection but keep getting the same nil message. Is there any other workaround?

3 Messages

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82 Points

3 months ago

I'm getting just the same error message when I try to move images to some collections -  but so far mercifully not to all. It's a damn nuisance - when will they fix it? Also, I've had a couple of unexpected unwanted shutdowns.

KateW

228 Messages

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3.9K Points

As John Ellis said:

See the workaround at the top of this thread:

https://feedback.photoshop.com/conversations/lightroom-classic/lightroom-classic-when-trying-to-add-files-to-collections-i-get-this-error-0-attempt-to-compare-two-nil-values/5f9091ea35f40c2520b9ecc4

6 Messages

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114 Points

3 months ago

Same error here with my Lightroom 10.

228 Messages

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3.9K Points

@naturephoto_kk 

As John Ellis said:

See the workaround at the top of this thread:

https://feedback.photoshop.com/conversations/lightroom-classic/lightroom-classic-when-trying-to-add-files-to-collections-i-get-this-error-0-attempt-to-compare-two-nil-values/5f9091ea35f40c2520b9ecc4

6 Messages

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114 Points

Thanks. This ist working with the target collection. I have only sorted the original collection first.

8 Messages

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106 Points

3 months ago

I updated Lightroom to the recent version 10 and now when I press B or click dot in top right of image it gives me an error message of 'An internal error has occurred - attempt to compare nil with string'

Please help!

Note: This comment was created from a merged conversation originally titled Lightroom Classic: Upgraded to Lightroom V10 and now cannot add to the quick collection

1.9K Messages

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22.8K Points

Working fine on this end, on a Mac. If you create a new catalog and add a few images, does it work? 

Author “Color Management for Photographers"

8 Messages

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106 Points

Thanks for your reply! I'm on a mac too. I've just made a new catalog and added images and yes it then works to add them to quick collection... so the problem is with my existing catalog? 

113 Messages

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2.3K Points

Be sure your Sort Order is not set to Custom. I think this is a bug in 10.0. (HT: Linda Alschuler)

1.9K Messages

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22.8K Points

Sounds like the catalog yes, did you try optimizing? Might fix it. 

Author “Color Management for Photographers"

8 Messages

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106 Points

@samc_2311276 Ok wow that has worked, thank you... but how frustrating that I can't now have the quick collection in a custom order!!

808 Messages

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9.6K Points

Revert to V9.4 until Adobe releases a fix. 

2 Messages

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60 Points

I am experiencing the same issue on a Windows 10 PC. I have tried optimising the catalogue which is set to sort by capture time.

8 Messages

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116 Points

I am having the same issue on my Mac. I optimized the catalog and checked the sort order and the B is still not working. I also can't drag my images into the quick collection.

8 Messages

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106 Points

For me it’s working now but only when I have the quick collection sorted to capture time

8 Messages

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116 Points

I just changed the sort order on the quick collection to capture time and that did work.

Thanks

1 Message

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62 Points

3 months ago

Lightroom Classic version: 10.0 [ 202010011851-ef6045e0 ]
License: Creative Cloud
Language setting: en-GB
Operating system: Mac OS 10
Version: 10.14.6 [18G6032]
Application architecture: x64
Logical processor count: 12
Processor speed: 2.6 GHz
SqLite Version: 3.30.1
Built-in memory: 16,384.0 MB
Real memory available to Lightroom: 16,384.0 MB
Real memory used by Lightroom: 1,334.7 MB (8.1%)
Virtual memory used by Lightroom: 7,453.3 MB
Memory cache size: 100.2MB
Internal Camera Raw version: 13.0 [ 610 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 393MB / 8191MB (4%)
Camera Raw real memory: 396MB / 16384MB (2%)
Displays: 1) 3360x2100

Graphics Processor Info: 
Metal: AMD Radeon Pro 560X

Application folder: /Applications/Adobe Lightroom Classic
Library Path: /Users/andyallan/Pictures/Lightroom/Lightroom Catalog-2-v10.lrcat
Settings Folder: /Users/andyallan/Library/Application Support/Adobe/Lightroom

Installed Plugins: 
1) AdobeStock
2) Aperture/iPhoto Importer Plug-in
3) Facebook
4) Flickr
5) Nikon Tether Plugin

Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default (MacBook Pro Speakers)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
CoreImage: true
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon Pro 560X OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-2.11.22
OGLEnabled: true
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 

1 Message

 • 

62 Points

3 months ago

Same problem here. 

My system info : 

Lightroom Classic-versie: 10.0 [ 202010011851-ef6045e0 ]
Licentie: Creative Cloud
Taalinstelling: nl
Besturingssysteem: Windows 10 - Home Premium Edition
Versie: 10.0.18363
Toepassingsarchitectuur: x64
Systeemarchitectuur: x64
Aantal logische processors: 8
Processorsnelheid: 1,9 GHz
SQLite-versie: 3.30.1
Ingebouwd geheugen: 16298,9 MB
Beschikbaar fysiek geheugen voor Lightroom: 16298,9 MB
Fysiek geheugen gebruikt door Lightroom: 4146,7 MB (25,4%)
Virtueel geheugen gebruikt door Lightroom: 8491,5 MB
Aantal GDI-objecten: 872
Aantal gebruikersobjecten: 2986
Aantal proceshandelingen: 2883
Cachegeheugengrootte: 1152,0MB
Interne Camera Raw-versie: 13.0 [ 610 ]
Maximumaantal door Camera Raw gebruikte threads: 5
Camera Raw SIMD-optimalisatie: SSE2,AVX,AVX2
Virtueel geheugen Camera Raw: 2385MB / 8149MB (29%)
Fysiek geheugen Camera Raw: 2645MB / 16298MB (16%)
Dpi-instelling systeem: 120 dpi
Bureaubladcompositie ingeschakeld: Ja
Schermen: 1) 1920x1080, 2) 1920x1080
Invoertypen: Multi-aanraking: Nee, Geïntegreerde aanraking: Nee, Geïntegreerde pen: Nee, Externe aanraking: Nee, Externe pen: Nee, Toetsenbord: Nee

GPU-info: 
DirectX: NVIDIA GeForce GTX 1050 (27.21.14.5167)

Toepassingsmap: C:\Program Files\Adobe\Adobe Lightroom Classic
Bibliotheekpad: F:\Lightroom Catalog-2-v10.lrcat
Map Instellingen: C:\Users\ppalm\AppData\Roaming\Adobe\Lightroom

Geïnstalleerde plug-ins: 
1) AdobeStock
2) Facebook
3) Flickr
4) HDR Efex Pro 2
5) Luminar 4
6) Tetheringplug-in voor Nikon

Config.lua-vlaggen: None

Adapter 1: Leverancier : 10de
 Apparaat : 1c8d
 Subsysteem : 8477103c
 Revisie : a1
 Videogeheugen : 1977
Adapter 2: Leverancier : 8086
 Apparaat : 5917
 Subsysteem : 8477103c
 Revisie : 7
 Videogeheugen : 80
Adapter 3: Leverancier : 1414
 Apparaat : 8c
 Subsysteem : 0
 Revisie : 0
 Videogeheugen : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: luidspreker/Hoofdtelefoon (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x42
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 1050/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 451.67
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 

3 Messages

 • 

82 Points

3 months ago

I have had this problem repeatedly. The suggested workarounds don't work. I have found that I can get over the problem by creating a new collection, copying all the images in the faulty collection into the new one, and then you can add to it.

I've been working on quite a big book for Blurb in the Book module. I've had quite a few crashes, especially when I try to move from the Book module to Develop. Again, very delaying and annoying.

This is just too bad. I used to love Lightroom and recommend it heartily to all my photo friends.

KateW

17 Messages

 • 

244 Points

@KateW   I've had this problem and it was recommended to go to View>Sort and check "Capture Time".  I did this and it resolved my problem putting images into Collections.  The original instructions are on this thread.  Thanks to member.

3 Messages

 • 

82 Points

Thank you! Mine are all in 'Capture time' anyway. I've tried changing to Custom or something else and then back to Capture time - makes no difference.. A problem may be that a lot of them are imported from phone pictures sent to me, and have lost capture time and other metadata

KateW

Champion

 • 

5.5K Messages

 • 

97.6K Points

"A problem may be that a lot of them are imported from phone pictures sent to me, and have lost capture time and other metadata"

Try Sort: File Name instead -- perhaps that will work for you.

8 Messages

 • 

100 Points

3 months ago

Though very slow, everything else seems to be working, though if I try to make a quick collection in any way, it says an internal error has occured.

Note: This comment was created from a merged conversation originally titled Lightroom Classic: I can no longer make a quick collection

Adobe Administrator

 • 

9.2K Messages

 • 

128.3K Points

Try resetting the preference file: 

A Preference File will survive a Lightroom uninstall/reinstall. Sometimes weird behavior is corrected/cured by resetting the preferences.

Reset Procedure:

1. Close Lightroom.

2. Hold down [Alt/Opt]+[Shift] while restarting Lightroom.

3. Overwrite the Preferences when prompted by the dialog.

4. Close Lightroom.

5. Restart Lightroom.

Does the behavior continue after resetting the preferences?

Adobe Photography Products

Quality Engineering - Customer Advocacy

8 Messages

 • 

100 Points

Thank you, just tried that, it updated the catalogue, deleted several years worth, thankfully I know how to fix that, so that s fine. Tried quick collection again, same error message.

Champion

 • 

5.5K Messages

 • 

97.6K Points

Please post a screenshot of the error message or quote it word-for-word.

8 Messages

 • 

100 Points

An internal error has occured: ?:0: attempt to repair nil with string

8 Messages

 • 

100 Points

thank you posted below.

2 Messages

 • 

70 Points

3 months ago

A work around. If you make a selection and then hover over the destination collection folder, right click and Add selected photo to this collection. It works for me after I get this error.

2 Messages

 • 

72 Points

3 months ago

I get this error (An internal error has occurred: ?:0 : Attempt to compare string with nil) in the Develop Module (after completing edits using a preset) when moving from one image to the next in the "film strip"

3 Messages

 • 

80 Points

3 months ago

This issue has just happened to me now. I was using quick selection fine at 13:30 today and now 20:15 it's bringing up this error.

I have made no update today.

Any suggestion on a fix? 

3 Messages

 • 

80 Points

Thanks John.

I tried this before posting with no luck

Champion

 • 

5.5K Messages

 • 

97.6K Points

Did you try this one, recently posted: "A work around. If you make a selection and then hover over the destination collection folder, right click and Add selected photo to this collection. It works for me after I get this error."

3 Messages

 • 

80 Points

I've not. I will pick this up again in the morning and see how it goes. Thank you for your help