Mesh located at Data\Meshes\architecture\solitude\animated\jailwall\sldjailwallcollapse01.nif seems to have been created improperly by taking an existing door mesh, deleting some of the nodes, and putting the new model on top of it, but bethesda seems to have done it wrong, much like the skyforge.
How the issue was discovered: Using a mod like Simplicity of Snow that applies the snow effect to meshes triggers a CTD on this mesh due to a bad node on the mesh. Block 343 is flagged as an Emit node but has no BSLightingShaderProperty. However, the issue is deeper than just that.
Issue 1: Block 343 shouldn't exist in the first place. The block appears to be the mesh for the prior door model that this model was based on. The block is Hidden and not visible unless you manually tell nikskope to show hidden blocks. This block apparently should have been deleted, but Bethesda forgot to do that.
Issue 2: Blocks are out of order. Nifskope's sanitize "reorder blocks" function corrects the block orders. Generally this only happens in meshes that were created by taking an existing mesh and incorrectly removing/adding blocks, which seems to indicate my theory that bethesda made this mesh by badly editing an older mesh.
Fix: Remove block 343, then reorder blocks (reordering them before removing that block will cause them to be out of order again afterwards, as it would then skip from 342 to 344)
I've attached both the broken and fixed versions, so you can check them yourself to confirm. I've tested it a bit and everything seems to work well now.
      
      
      
      
      
Attached Files:
      
      
 sldjailwallcollapse01 Broken.nif
 sldjailwallcollapse01 Fixed.nif