I will fix this in the next update, but honestly, this is more of a symptom than the problem: There should never be a situation in which the game is actively running the clock yet there isn't an active household, and the fact that your travel didn't load a household correctly is a symptom of a bigger, not-AwesomeMod-related problem, which in turn triggering a cascade error condition because a basic condition of the game has been violated. So, this update will stop this particular error, but your game is probably still going to break because whatever is causing this basic state violation is still there.
I was able to find a previous save that was not
too long ago where this does not happen, thankfully. I am assuming that this would not be easy to fix, or even fixable...
The only thing that I did which I think that could have been a contributor to the problem would have been editing an existing dog in CAS by using shift-click? That is pretty much the only time I've used it. It is strange that it would glitch travel since dogs don't travel.