I saved indoor (mages guild, though I think I've the same inside a tavern) and if I load this save, everything is black (except for some UI elements, like compass) and some key binding are not working (I can't even exit the game normally, since Esc is not working). I also found that if I stand close to a building door and click on it (I can do it, since I have a mod that shows tooltips, and apparently it keeps working), the outdoor location shows completely fine but the key bindings are still missing.
Interestingly the save itself doesn't seem corrupted: it loads just fine on a freshly started game. And then if I go outside and save there, the new save could be loaded and reloaded normally.
I'm running DFU with a good deal of mods, so pretty sure that the trigger for this behavior is some mods being incompatible with each other, however, it does seem weird that the same save works just fine with the fresh game: could it be the case that the game doesn't discard some state before loading?
I see some exceptions in the log, namely
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NullReferenceException: Object reference not set to an instance of an object
at ImprovedInteriorLighting.BillboardShadows.ToggleIndoorNPCBillboardShadows (System.Boolean shadowsEnabled) [0x0002e] in <139690110b4e442c911ac1333a979644>:0
at ImprovedInteriorLighting.ImproveInteriorLighting.ApplyShadowSettings (DaggerfallWorkshop.Game.PlayerEnterExit+TransitionEventArgs args) [0x00000] in <139690110b4e442c911ac1333a979644>:0
at (wrapper delegate-invoke) <Module>.invoke_void_PlayerEnterExit/TransitionEventArgs(DaggerfallWorkshop.Game.PlayerEnterExit/TransitionEventArgs)
at DaggerfallWorkshop.Game.PlayerEnterExit.RaiseOnTransitionInteriorEvent (DaggerfallWorkshop.StaticDoor staticDoor, DaggerfallWorkshop.DaggerfallInterior daggerfallInterior) [0x00011] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.PlayerEnterExit.TransitionInterior (UnityEngine.Transform doorOwner, DaggerfallWorkshop.StaticDoor door, System.Boolean doFade, System.Boolean start) [0x00366] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.PlayerActivate.TransitionInterior (UnityEngine.Transform doorOwner, DaggerfallWorkshop.StaticDoor door, System.Boolean doFade) [0x000b7] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.PlayerActivate.ActivateStaticDoor (DaggerfallWorkshop.DaggerfallStaticDoors doors, UnityEngine.RaycastHit hit, System.Boolean hitBuilding, DaggerfallWorkshop.StaticBuilding building, DaggerfallConnect.DFLocation+BuildingTypes buildingType, System.Boolean buildingUnlocked, System.Int32 buildingLockValue, UnityEngine.Transform doorOwner) [0x00289] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.PlayerActivate.Update () [0x00393] in <9bf28c68d79b48218c80373c9e1cf18f>:0
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ArgumentException: An item with the same key has already been added. Key: 70432588759067
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at LocationLoader.LocationSaveDataInterface.RegisterActiveSerializer (LocationLoader.LocationLootSerializer serializer) [0x0000c] in <620436d85ff84a0cba71210666a700af>:0
at LocationLoader.LocationLootSerializer.OnEnable () [0x00014] in <620436d85ff84a0cba71210666a700af>:0
UnityEngine.GameObject:SetActive(Boolean)
DaggerfallWorkshop.Game.PlayerEnterExit:EnableExteriorParent(Boolean)
DaggerfallWorkshop.Game.PlayerEnterExit:BuildingTransitionExteriorLogic()
DaggerfallWorkshop.Game.<FadedTransitionExterior>d__110:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Anyway, I'd be happy to provide more info if anybody is interested in looking into it.
I'd also appreciate any advice on how to figure out which mod I have to disable
![Wink ;)](./images/smilies/icon_e_wink.gif)
Thanks a lot!