roldoi1911 Posted September 2 Posted September 2 (edited) I'm doing the 2nd part of the potema quest, but i freeze when entering the Temple Of The Divines (TOTD) I tried the upper level entry ways which gets me in, but it soon freezes in a few sceonds to whenever i open a menu or console. I tried coc and spawning all npcs while in my house in solitude to make sure an npc mod wasn't the culprit. I don't have any mods that change TOTD, but i heard Skyrim optimization project may be an issue. I think its a script overload issue, but this is the only cell I've had issues going into so far. Can anyone ID the culprit? Thank you for taking the time to read this. Papyrus.3.log LoadOrder_SkyrimSE_2026-06-09T22-06-44.txt Edited September 2 by roldoi1911
traison Posted September 2 Posted September 2 15 minutes ago, roldoi1911 said: ...but i heard Skyrim optimization project may be an issue. Sure, got to start somewhere, might as well be that one. As with any freezing issue, the only practical approach is still to remove mods until the problem goes away. Even if you knew how to swing a debugger, it's most likely not worth it outside of practice or learning. 16 minutes ago, roldoi1911 said: I think its a script overload issue.... You have over 2700 errors and warnings about missing scripts and script properties. After you fix the freezing you should clean all of those up before considering playing Skyrim for any amount of time. I doubt this is what's causing the game to freeze. 16 minutes ago, roldoi1911 said: ...this is the only cell I've had issues going into so far. Start with the content in that cell. I suppose you already excluded the NPCs to some extent so what else is there: sounds, meshes, textures, shaders, navmesh and pathing, perhaps some special NPC dialogue, quests and story elements, ...
roldoi1911 Posted September 2 Author Posted September 2 So make a new character and enable mods as process of elimination?
traison Posted September 2 Posted September 2 8 hours ago, roldoi1911 said: So make a new character and enable mods as process of elimination? That risks losing the ability to test the freeze, meaning when you fix it you won't know for sure that it's actually gone. Disable half your mods, test, repeat until the problem is gone. I would start with content mods like meshes, sounds and textures and mods that can be easily disabled like CS/ENB/ReShade and physics. Create a backup of your current setup using your mod manager so that when you do find it, you can restore the backup and only disable the one mod that appears to have caused it.
roldoi1911 Posted September 3 Author Posted September 3 16 hours ago, traison said: That risks losing the ability to test the freeze, meaning when you fix it you won't know for sure that it's actually gone. Disable half your mods, test, repeat until the problem is gone. I would start with content mods like meshes, sounds and textures and mods that can be easily disabled like CS/ENB/ReShade and physics. Create a backup of your current setup using your mod manager so that when you do find it, you can restore the backup and only disable the one mod that appears to have caused it. Still froze on the new character, with any plug-in that modify the cell disabled, and coc in the cell.
traison Posted September 3 Posted September 3 8 hours ago, roldoi1911 said: Still froze on the new character, with any plug-in that modify the cell disabled, and coc in the cell. There's more to the Skyrim world than just the cell you're in. Maybe one of the NPCs you already tested, get an instruction to walk to Riften when you enter the temple in Solitude while they're present; and the freeze happens because in Ivarstead you have a flower mod that has broken the navmesh on one of the roads. 50-50 your way through your mod setup, you'll have your answer in an hour or 2.
roldoi1911 Posted September 4 Author Posted September 4 I’ve disabled most mods until near vanilla ( mostly a mod to skip into). I could coc into the TOTD and stay there until i open start menu or use any of the compass menu.
traison Posted September 4 Posted September 4 If that crash occured during a freeze then there's most likely no point trying to fix the crash and you should continue focusing on the freeze. It crashed because it tried to dereference RCX at a time when it was 0x0. This is a null pointer. The JournalMenu menu provided by the current mod that provides Interface\Quest_Journal.swf is having issues with reference id 0xFF0009B7 which is in no cell and referencing nothing (so either of these is most likely your null pointer). This crash occured in a UISaveLoadManager instance where the string "RestoreSavedSettings" was passed around. The following things were also involved: Form id 0x000C19A9 of type Scene. The player character. Form id 0x000C19A8 of type Quest. The BSFadeNode of form id 0x0006FF42 which is of type Light.
roldoi1911 Posted September 5 Author Posted September 5 54 minutes ago, traison said: If that crash occured during a freeze then there's most likely no point trying to fix the crash and you should continue focusing on the freeze. It crashed because it tried to dereference RCX at a time when it was 0x0. This is a null pointer. The JournalMenu menu provided by the current mod that provides Interface\Quest_Journal.swf is having issues with reference id 0xFF0009B7 which is in no cell and referencing nothing (so either of these is most likely your null pointer). This crash occured in a UISaveLoadManager instance where the string "RestoreSavedSettings" was passed around. The following things were also involved: Form id 0x000C19A9 of type Scene. The player character. Form id 0x000C19A8 of type Quest. The BSFadeNode of form id 0x0006FF42 which is of type Light. Ok, i guess ill just enable plugins by chunks to narrow down the issue.
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