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Posted
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...

Posted

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.

Posted (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 by Dhar.mann
Posted
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. 

Posted
On 9/22/2026 at 12:28 AM, The Man in Black said:

 

Thank you. This was very helpful. It seems that node 69420 was over Skyrim's cap. Changing it to 42069...

 

If thats the issue wouldnt we all be crashing, 2.0.4 worked fine for me

Posted (edited)
1 hour ago, Cannaisseur said:

 

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 by pinky6225
Posted

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?

Posted
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).

Posted
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.

Posted
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

Posted

 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

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