Aetio Posted September 20 Posted September 20 Using 2.0.4 hotfix. Skyrim does not start, well its starts but ctd before start page. Revert back to 2.0.3 and in starts okay
The Man in Black Posted September 21 Author Posted September 21 12 hours ago, Aetio said: Using 2.0.4 hotfix. Skyrim does not start, well its starts but ctd before start page. Revert back to 2.0.3 and in starts okay Got a crash log?
Dhar.mann Posted September 21 Posted September 21 Did ai voice Molag Bal here? If so then holy shit. Has it come this far?
Cannaisseur Posted September 21 Posted September 21 (edited) 2.04 Hotfix is causing a crash during start up for me. Made a couple of attempts to get it to work. Made sure I redid my Bashed patch, LOOT, etc. Reverting to 2.03 fixes it. I'm attaching the logs from the crashes. crash-2026-09-21-08-24-46.log crash-2026-09-21-07-54-02.log crash-2026-09-21-07-46-30.log crash-2026-09-21-07-39-12.log Edited September 21 by Cannaisseur
The Man in Black Posted September 21 Author Posted September 21 3 hours ago, Cannaisseur said: 2.04 Hotfix is causing a crash during start up for me. Made a couple of attempts to get it to work. Made sure I redid my Bashed patch, LOOT, etc. Reverting to 2.03 fixes it. I'm attaching the logs from the crashes. crash-2026-09-21-08-24-46.log 74.6 kB · 1 download crash-2026-09-21-07-54-02.log 85.1 kB · 1 download crash-2026-09-21-07-46-30.log 84.41 kB · 1 download crash-2026-09-21-07-39-12.log 80.53 kB · 0 downloads  Thank you. This was very helpful. It seems that node 69420 was over Skyrim's cap. Changing it to 42069... 1
Wolfen09 Posted September 22 Posted September 22 Oh shit this might save me some time then, updated a couple mods this weekend and was crashing right after character creation. Will have to check if this is the case this weekend.
Dhar.mann Posted September 22 Posted September 22 (edited) Also idk if i'm the only one to get that bug, but i can't capture Alana with DOM. Game says she's busy. Am i missing some steps? Edit: Turns out it was ostim simple dialogue that messed things up. Pretty weird. Edited September 24 by Dhar.mann
The Man in Black Posted September 22 Author Posted September 22 4 hours ago, Dhar.mann said: Also idk if i'm the only one to get that bug, but i can't capture Alana with DOM. Game says she's busy. Am i missing some steps? Might be another mod interfering. I kept her very simple on purpose. Package stack is very simple: Work on Farm-->Dinner at Inn-->Evening Stroll-->Sleep. She has no new dialogue topics of her own and no scripts attached.Â
Cannaisseur Posted September 23 Posted September 23 On 9/21/2026 at 7:28 PM, The Man in Black said: Â Thank you. This was very helpful. It seems that node 69420 was over Skyrim's cap. Changing it to 42069... Tested 2.04a and I'm still getting the start up crash. crash-2026-09-23-08-32-39.log crash-2026-09-23-08-28-22.log
pinky6225 Posted September 23 Posted September 23 On 9/22/2026 at 12:28 AM, The Man in Black said: Â Thank you. This was very helpful. It seems that node 69420 was over Skyrim's cap. Changing it to 42069... Â If thats the issue wouldnt we all be crashing, 2.0.4 worked fine for me
pinky6225 Posted September 23 Posted September 23 (edited) 1 hour ago, Cannaisseur said: Tested 2.04a and I'm still getting the start up crash. crash-2026-09-23-08-32-39.log 77.61 kB · 1 download crash-2026-09-23-08-28-22.log 83.92 kB · 1 download  Running these through AI it mentions  Spoiler This second log confirms a 100% reproducible area crash involving the exact same actors, cells, and memory errors (SkyrimSE.exe+02B34F4). The problem is explicitly isolated to Folkstead (specifically the cell FolksteadDeadmansrock / FormID 000098DF). In the first log, it crashed attempting to load a "Horse" belonging to Folkstead. In this second log, it survived a bit longer (4 minutes uptime vs 1 minute) but crashed the exact moment a "dead officer" from Folkstead.esp tried to load into a surrounding Wilderness cell touched by NewArmoury.esp. The engine is throwing an EXCEPTION_ACCESS_VIOLATION because TempleOfMolagBal.esp is calling or editing a corrupted BGSAddonNode (mesh particle/attachment point) on those specific characters.  It is AI though (will eventually take over the world) so to prove the point might be worth trying without that mod Edited September 23 by pinky6225
pooompy Posted September 23 Posted September 23 The mod is installed, I did House of Horrors and received the mace (now with purple enchantment). There was some extra non-voiced dialogue instructing me to go to Bal Sarnat however I was not given the key, nor do I have an MCM menu for the mod to change anything or grant myself the key so I cannot progress any further as the house is still locked (though it is present). The quest marker points out of bounds in the basement of the molag house in markarth, and going out of bounds there is a lever that doesnt do anything. Did I fuck up my install or is the latest version of the mod broken?
The Man in Black Posted September 23 Author Posted September 23 1 hour ago, pooompy said: The mod is installed, I did House of Horrors and received the mace (now with purple enchantment). There was some extra non-voiced dialogue instructing me to go to Bal Sarnat however I was not given the key, nor do I have an MCM menu for the mod to change anything or grant myself the key so I cannot progress any further as the house is still locked (though it is present). The quest marker points out of bounds in the basement of the molag house in markarth, and going out of bounds there is a lever that doesnt do anything. Did I fuck up my install or is the latest version of the mod broken? This is definitely something with the install if you don't even have the MCM. The unvoiced dialogue also suggests that either the mod wasn't installed properly or something is overwriting those .fuz files (unlikely).
pooompy Posted September 24 Posted September 24 6 hours ago, The Man in Black said: This is definitely something with the install if you don't even have the MCM. The unvoiced dialogue also suggests that either the mod wasn't installed properly or something is overwriting those .fuz files (unlikely).  I have messed around with my load order and stuff, and am now getting a CTD on startup which at least implies the mod is attempting to do something more than it was before. The crash is something relating to some smoke particle in the solitude catacombs. I know absolutely nothing about modding, however I have reinstalled the mod and confirmed I'm on the latest hotfix, and in SSEEdit under the Addon Nodes it looks like the node indexes for the effects are still starting at 69420 which seems to be the source of the crash. Perhaps the hotfix didn't do what you needed it to? I may also be stupid but I can absolutely confirm it's a fresh install of the 2.0.4a hotfix, the game doesn't crash on startup without the mod, and the addon nodes section of the mod shows the particle effects node indexes range from 69420 to 69435. Perhaps this is also why @pinky6225 is getting their CTD as well, though again I l know nothing and am just poking around.
pooompy Posted September 24 Posted September 24 37 minutes ago, pooompy said:  I have messed around with my load order and stuff, and am now getting a CTD on startup which at least implies the mod is attempting to do something more than it was before. The crash is something relating to some smoke particle in the solitude catacombs. I know absolutely nothing about modding, however I have reinstalled the mod and confirmed I'm on the latest hotfix, and in SSEEdit under the Addon Nodes it looks like the node indexes for the effects are still starting at 69420 which seems to be the source of the crash. Perhaps the hotfix didn't do what you needed it to? I may also be stupid but I can absolutely confirm it's a fresh install of the 2.0.4a hotfix, the game doesn't crash on startup without the mod, and the addon nodes section of the mod shows the particle effects node indexes range from 69420 to 69435. Perhaps this is also why @pinky6225 is getting their CTD as well, though again I l know nothing and am just poking around.  Update: Figured out why my install was porked originally, completely my fault, however the above is still true and I had to edit the node indexes of the latest hotfix in SSEEdit to get it to work, which was a separate issue to my own dumbassery. Gotta love skyrim modding
MMn3e Posted September 24 Posted September 24  Hi! Thanks for the mod — really enjoying it. I wanted to report a consistent crash-to-desktop I've been getting at startup (during data initialization,  before the main menu loads). It started right after I updated Temple of Molag Bal on 2026-09-19.  Environment:  - Skyrim Special Edition v1.6.1170 (AE)  - SKSE64 (current AE build)  - CrashLoggerSSE v1.25  - Load order: 507 plugins (334 light / 173 regular)  Crash details:  ```   Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at SkyrimSE.exe+015084A  mov rax, [rcx]   Access Violation: Tried to read memory at 0xFFFFFFFFFFFFFFFF   Exception Thread: InitTESThread  ```  The faulting object is an addon node from TempleOfMolagBal.esp:  ```   RCX 0x3D2B4F9A00000000       (corrupted pointer — form ID in the upper 32 bits)   RBP (BGSAddonNode*) [0x3D2B4F9A]  -> ToMB_MPSFireBoltImpact01  ```  The same crash also reproduces with another addon node from the same record group:  ```   RDX (BGSAddonNode*) [0x3D2B4FA2]  -> ToMB_MPSFireWallBase ```  Call stack:  ```   SkyrimSE.exe+015084A  mov rax, [rcx]   SkyrimSE.exe+01DAC03  cmp [rbp+0x08], r12                                                           SkyrimSE.exe+027C293  lea rcx, [rbx+0xA0]   SkyrimSE.exe+01BE227  add rbx, 0x08   SkyrimSE.exe+01B9A48  mov rcx, [0x00007FF76A3872C8]   SkyrimSE.exe+0642F16  mov rcx, [0x00007FF76A3691F0]   SkyrimSE.exe+064C5BC  xor eax, eax   SkyrimSE.exe+0CD0DBD  mov rcx, [0x00007FF76A3CC318]  ```  Both crashes happen in the same startup path (InitTESThread) and both point to the custom magic-particle addon nodes (ToMB_MPSFireBoltImpact01,  ToMB_MPSFireWallBase). The pattern where the form ID ends up in the upper 32 bits of the pointer (0x3D2B4F9A00000000) suggests the BGSAddonNode records in  that fire-effect group are being read with a corrupted reference.  It's reliably reproducible. Full CrashLogger logs are attached. Happy to provide any additional info.  Thanks! crash-2026-09-24-09-55-03.log
Komandante88 Posted September 24 Posted September 24 Can it work just with OStim? I don't want Sexlab
The Man in Black Posted September 24 Author Posted September 24 7 hours ago, Komandante88 said: Can it work just with OStim? I don't want Sexlab It can function 100% with only OStim. However, SexLab.esm is still a master of TempleOfMolagBal.esp until I can finish gating all the old dependencies. So currently, you'll CTD immediately if SL is not installed, even though it's functionally only a soft dependency.  You can install SL in your load order but just never install it in-game via MCM. That lets ToMB fill the legacy script properties pointing at SL even though it's effectively inert in your game.
Wolfen09 Posted September 27 Posted September 27 (edited) Wanted to ask this here, when I equipped robes to my female character they appeared invisible. So i went initially to bodyslide and didnt find anyting so i went and dug through the BSA file and found no meshes which pointed me to you using vanilla mesh (or whatever other mods replace that mesh as) and just a new texture you made. Well, I have the DB robes working normally. Then I dug into the SSE Edit files and noticed (if im reading it correctly) that you only have the male robes pointing to the alternate texture and the female one is pointing to no texture, but im getting invisible but not pink/purple so im just confused now. Edited September 27 by Wolfen09
The Man in Black Posted September 27 Author Posted September 27 On 9/24/2026 at 3:05 AM, MMn3e said:  Hi! Thanks for the mod — really enjoying it. I wanted to report a consistent crash-to-desktop I've been getting at startup (during data initialization,  before the main menu loads). It started right after I updated Temple of Molag Bal on 2026-09-19.  Environment:  - Skyrim Special Edition v1.6.1170 (AE)  - SKSE64 (current AE build)  - CrashLoggerSSE v1.25  - Load order: 507 plugins (334 light / 173 regular)  Crash details:  ```   Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at SkyrimSE.exe+015084A  mov rax, [rcx]   Access Violation: Tried to read memory at 0xFFFFFFFFFFFFFFFF   Exception Thread: InitTESThread  ```  The faulting object is an addon node from TempleOfMolagBal.esp:  ```   RCX 0x3D2B4F9A00000000       (corrupted pointer — form ID in the upper 32 bits)   RBP (BGSAddonNode*) [0x3D2B4F9A]  -> ToMB_MPSFireBoltImpact01  ```  The same crash also reproduces with another addon node from the same record group:  ```   RDX (BGSAddonNode*) [0x3D2B4FA2]  -> ToMB_MPSFireWallBase ```  Call stack:  ```   SkyrimSE.exe+015084A  mov rax, [rcx]   SkyrimSE.exe+01DAC03  cmp [rbp+0x08], r12                                                           SkyrimSE.exe+027C293  lea rcx, [rbx+0xA0]   SkyrimSE.exe+01BE227  add rbx, 0x08   SkyrimSE.exe+01B9A48  mov rcx, [0x00007FF76A3872C8]   SkyrimSE.exe+0642F16  mov rcx, [0x00007FF76A3691F0]   SkyrimSE.exe+064C5BC  xor eax, eax   SkyrimSE.exe+0CD0DBD  mov rcx, [0x00007FF76A3CC318]  ```  Both crashes happen in the same startup path (InitTESThread) and both point to the custom magic-particle addon nodes (ToMB_MPSFireBoltImpact01,  ToMB_MPSFireWallBase). The pattern where the form ID ends up in the upper 32 bits of the pointer (0x3D2B4F9A00000000) suggests the BGSAddonNode records in  that fire-effect group are being read with a corrupted reference.  It's reliably reproducible. Full CrashLogger logs are attached. Happy to provide any additional info.  Thanks! crash-2026-09-24-09-55-03.log 44.84 kB · 1 download  Are you using the most recent version of ToMB?Â
The Man in Black Posted September 28 Author Posted September 28 4 hours ago, Wolfen09 said: Wanted to ask this here, when I equipped robes to my female character they appeared invisible. So i went initially to bodyslide and didnt find anyting so i went and dug through the BSA file and found no meshes which pointed me to you using vanilla mesh (or whatever other mods replace that mesh as) and just a new texture you made. Well, I have the DB robes working normally. Then I dug into the SSE Edit files and noticed (if im reading it correctly) that you only have the male robes pointing to the alternate texture and the female one is pointing to no texture, but im getting invisible but not pink/purple so im just confused now. I'll look into that. The female robes should point to Nocturnal robes that have been retextured in the same color scheme as the male robes.
Wolfen09 Posted September 28 Posted September 28 24 minutes ago, The Man in Black said: I'll look into that. The female robes should point to Nocturnal robes that have been retextured in the same color scheme as the male robes. yeah, i remember that being the case in the old version. lemme upload a pic of what my sse edit says. Both male and female world models are the DB Robes and the female doesnt have a path for alternate texture like the male has
MMn3e Posted September 28 Posted September 28 16 hours ago, The Man in Black said:  Are you using the most recent version of ToMB? Yes.Â
Dowser Posted September 29 Posted September 29 On 9/21/2026 at 7:28 PM, The Man in Black said: Â Thank you. This was very helpful. It seems that node 69420 was over Skyrim's cap. Changing it to 42069... Did this change get in the 2.0.4a files or not yet?
Wolfen09 Posted September 29 Posted September 29 2 hours ago, Dowser said: Did this change get in the 2.0.4a files or not yet? Yes its been fixed
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