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Skyrim settup randomly deciding to start crashing on loaded save and new game.


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Posted
  • So I've run into some weirdness.
    I'm not sure if this is a Skyrim problem or a Mod problem either.
    I had started up a new game, everything was going fine as I was enabling and setting up MCMs. This involved restarting the game a few times as well, no problems, exiting from the game and loading back in, continued messing with MCMs, I was completely finished with all my MCM menus when I decided to check out something first so I saved and quite the game, did a look, made absolutely no changes to anything anywhere at all. booted up Skyrim again, tried to load my save, half a second after it had loaded up it just crashed on me, tried again, crash, tried an earlier save, crash, tried a save I had succesfully loaded previously? Crash, tried every single save one by one, crash on every single one. tried a New game, took a bit longer, but eventually it crashed. I check out the Papyrus log and I can't make heads nor tail of it, I'm just seeing errors and warnings everywhere as though it suddenly can't find anything? Those errors and warnings were not there previously. Currently I'm in the process of disabling the mods I've most recently installed or updated one by one but so far no luck. And if it was a mod that caused all of this, surely it wouldn't have waited 2 hours before suddenly breaking everything out of the blue???
     
  • Anyone experienced this before?
     
  • I've restarted my mod organizer, and restarted my whole PC as well.
    Nothing works.
  •  
    Thank you.

Papyrus.1.log Papyrus.2.log Papyrus.3.log Papyrus.0.log

Posted
22 minutes ago, traison said:
  1. You have over 300 errors about missing scripts and script properties. While far from the worst I've seen, you should clean all of those up before you actually do a playthrough.
  2. pama_PBU looks broken.
  3. What does ReSaver have to say about these saves that cause a CTD?
  4. https://www.nexusmods.com/skyrimspecialedition/mods/59818

Yeah those Errors about missing scripts and properties weren't there a couple hours ago.

I think i figured it out though, I am still doing some testing but I believe what happened was my Anti-Virus decided to out of the blue start blocking my skyrim from retrieving anything.

Started a clean save with my Anti-Virus disabled and there were no crashes.

Now I'm trying to figure out how to set up an exemption so that it actually works.

Posted
9 minutes ago, Ursur1major said:

Now I'm trying to figure out how to set up an exemption so that it actually works.

 

Any dll containing mod you download will run inside the Skyrim exe which is now exempted from scanning. Not sure this is the best idea.

Posted
1 hour ago, traison said:

 

Any dll containing mod you download will run inside the Skyrim exe which is now exempted from scanning. Not sure this is the best idea.

I agree and I am open to suggestions, but it's otherwise either that or I might as well uninstall Skyrim forever.

Posted

did you activate new mods ?

 

i know that if you have to many mods active when loading up a save a few seconds after loading it ctd

Posted
6 hours ago, badbat111 said:

did you activate new mods ?

 

OP says no.

 

8 hours ago, Ursur1major said:

I agree and I am open to suggestions, but it's otherwise either that or I might as well uninstall Skyrim forever.

 

Well the first thing to do is to find the reason why it's getting blocked or quarantined. If your scanner is saying it's a trojan of some sort you should verify whether this is true or not and not just assume it's safe because it's a game. I guess you already disabled your protection and ran the game to confirm it works, so if it has something like a trojan in it your system is already compromized down to the kernel - i.e. there's no point in re-enabling the protections now as the virus already runs the show and your passwords are public.

 

But, if we assume the situation is not that dire:

  1. Don't install the game in Program Files or one of the user profile directories.
  2. The default mod repository directory for Vortex and/or MO2 may have at one point been somewhere in the user profile appdata directory. This is a bad idea because of OneDrive, if this is still the default.
  3. Switch back to Windows Defender. It is (or at least used to be) one of the best scanners in terms of detection rate*.

* No scanner will find more than ~99%. This is why you'd ideally have several. But since that is not really practical (or even possible?), you may want to consider virustotal.com instead which runs your suspicious file through ~60 different scanners.

Posted
1 hour ago, traison said:

But, if we assume the situation is not that dire:

  1. Don't install the game in Program Files or one of the user profile directories.
  2. The default mod repository directory for Vortex and/or MO2 may have at one point been somewhere in the user profile appdata directory. This is a bad idea because of OneDrive, if this is still the default.
  3. Switch back to Windows Defender. It is (or at least used to be) one of the best scanners in terms of detection rate*.

* No scanner will find more than ~99%. This is why you'd ideally have several. But since that is not really practical (or even possible?), you may want to consider virustotal.com instead which runs your suspicious file through ~60 different scanners.

From the fact that it seems to be blocking *everything*, and it was working until it suddenly didn't my current running theory was that at some point between me starting to set up my new game and it starting to crash my AV got an update that made it flag everything Mod Organizer does as malicious.

It just takes it a bit of time to fully kick in I guess when the game starts and all the Mods start engaging and running their scripts.

It never crashes on the same mod either as you can see in the Papyrus Log and the Crash Reporter can't find anything conclusive.

I'll look at switching back to Windows Defender, I remember ages ago it was considered a joke but is nowadays supposedly the best single AV that exists.

And I regularly of course scan my mods before I install them with MalwareBytes and double check that everything I've downloaded come only from reputable sources and look for sketchiness like potential hacked mod-uploader-accounts and similar.

Posted
1 hour ago, Ursur1major said:

It never crashes on the same mod either as you can see in the Papyrus Log...

 

The papyrus log is irrelevant unless an actual crash log specifically points to it, and even then there's various things to consider.

 

1 hour ago, Ursur1major said:

...and the Crash Reporter can't find anything conclusive.

 

I haven't seen any crash logs from you so I can't comment on that.

 

1 hour ago, Ursur1major said:

I'll look at switching back to Windows Defender, I remember ages ago it was considered a joke...

 

That was Windows XP and partially Windows 7.

 

1 hour ago, Ursur1major said:

...my AV got an update that made it flag everything Mod Organizer does as malicious.

 

This seems like the most plausible explanation right now. Especially considering the things MO2 does; it absolutely falls in the category that should be treated as guilty until proven innocent.

Posted (edited)
On 7/9/2026 at 2:19 PM, traison said:

This seems like the most plausible explanation right now. Especially considering the things MO2 does; it absolutely falls in the category that should be treated as guilty until proven innocent.

I am no longer certain and am even more confused.

So the reason I felt rather certain was because I had gotten help from someone in the discord where we tried out a number of things and it seemed to work only with the AV turned off, but we might have been too hasty on having figured out the solution...

 

I started up Skyrim today sort of by reflex and pressed "continue" which loaded me into a clean save I had gotten from Nexus that had finished all main game MSQs and to my shock it didn't immediately crash despite my AV being turned on.

 

Except when I tried to start a new game again it once more just crashed.

 

So I'm going for your earlier suggestion right now of trying to track down the errors in the papyrus log and seeing if they can be fixed, if you have any ideas what might be attached to what that would be grand.

The first lines of "Cannot open store for class X missing file?" was something I could google and looks like it could potentially be an issue with my DD installation?
I'll try reinstalling it but I've never installed over a previous install and the only thing overwriting it is DD NG and the Bodyslide Output which should do so?

Edit: Reinstalling DD and DD NG did *not* in fact solve the crashes or remove the missing files warnings.

And there appears to be some line for the Baka/Babo line of mods I'll ask about on their discord for.

And lastly I think I'm seeing lines for Bimbos of Skyrim?

But if you notice anything beyond that, or ideas on how to deal with any of this, please share.

 

And have some Crash logs for good measure, I imagine they'll all mostly just say the same thing as each other, but just in case here are all the ones I've generated today so far.

crash-2026-07-10-13-51-50.log crash-2026-07-10-13-54-48.log crash-2026-07-10-13-59-52.log crash-2026-07-10-14-02-09.log crash-2026-07-10-14-05-56.log crash-2026-07-10-14-08-09.log crash-2026-07-10-14-20-00.log crash-2026-07-10-14-28-32.log crash-2026-07-10-14-31-39.log crash-2026-07-10-14-35-08.log crash-2026-07-10-13-03-59.log crash-2026-07-10-13-46-33.log crash-2026-07-10-13-49-13.log

Edited by Ursur1major
Update after reinstalling DD
Posted

All of these crashes were caused by PapyrusUtil.dll. Its JSON parser appears to be badly made, as it crashes when encountering a deserialization error - it should just skip the file or something. Anyhow, the file is binding/templates/outfits/bind_bondage_outfits.json. You can throw that into an online JSON validator to see if it will spot the problem. But keep in mind that I do not believe I've ever seen a properly implemented JSON parser in any Skyrim mod so far, they're all partial or rough approximations. What I mean by that is, while the JSON validator might give it a pass, the error might be a missing whitespace character, or something regional like no utf-8 support or confusing commas with dots in decimal numbers.

Posted
10 minutes ago, traison said:

binding/templates/outfits/bind_bondage_outfits.json

I don't want to jinx it but that might have been the issue, looked it up in my datapaths on MO and noticed there was an instance of it in the Overwrite folder, deleted it and I could load into the save that had previously crashed me, that might also very well explain why it was working and then suddenly wasn't, because I must have clicked something in the Binding MCM menu when I was setting it up which created the file, thank you!

A bit surprised the fellow who helped me earlier didn't figure it out, huh.

Of course, I don't want to celebreate tooo early, but I will be seeing about getting my game started today so unless you hear from me again within the next 24 hours consider it solved, at least that one, I still need to clean up my Papyrus log which I have no real idea how to do.

 

And you said it looked like the PapyrusUtil might be borked?
Any clue on ways to fix it? It's the latest version and I'm not seeing any of my Extenders being overwritten in the install order.

Posted
5 minutes ago, Ursur1major said:

And you said it looked like the PapyrusUtil might be borked?
Any clue on ways to fix it? It's the latest version and I'm not seeing any of my Extenders being overwritten in the install order.

 

Gonna need the source code for that. Here's a JSON parser I've heard of before that should be standards-compliant. Implement that instead of what it is currently using and your problems most likely go away. The issue (as I see it) with a JSON parser in C++ is that JavaScript* is a losely-typed language, whereas C++ is strongly-typed. To put that in English, it means you could have a Person object in JS where in one instance the Name field is a string, and in another instance it's a decimal number. This is a big no-no in any sane (strongly-typed) language. Beginners generally like losely-typed languages because they're considerably easier to write, but they also leave room for insane issues like how do you sort Persons where one is called "Jake" and the other is "3.1416"? Thus, when you need to parse unreliable data like this in a strongly typed language, it's easier to just approximate it - treat everything as a string and assume indentation is always done with 4 space characters. It's not standards-compliant, but it works fine when all you want is bouncy tits in a game called Skyrim.

 

*  JSON: JavaScript Object Notation

 

Personally I wouldn't do anything about it, approximations are fine in this context. If/when you run into problems (like in this thread), it's easier to use another file that loads/saves successfully as an example, then go through the 2 files side-by-side analyzing every character (including the invisible ones like whitespaces and other control characters). I suppose that requires some programming background though. You sort of need to guess or visualize what the code might be doing to see where the problems are going to be.

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