Hi there!
I'm preparing for my first TTW playthrough and I would like to know if someone could help me install the Energy Shield mod by sushisquid. I saw on this forum and Nexus that the mod author made a new version for TTW, except that this version is only for the previous version of TTW. It uses TTWfixes which is obviously game-breaking for 3.2+.
When looking at the old thread here (viewtopic.php?t=5320), I can't seem to access the new topic in the comments (I'm not authorized to see this?).
On Nexus, one guy suggested to make a copy of YUPTTW.esm and rename it TTWFixes.esm (as they seem very similar when comparing them in FNVEdit). I did that but the game simply crashed on the main menu.
To be honest, while completly unbalanced, I'm not interested in anyone other than my player using said shields. Could an experimented modder remove the unnecessary parts of the mod in FNVEdit and redistribute it here please?
If not, could you advise me on how to do it by myself?
Thank you!
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[Request] Updating Energy Shield TTW to 3.2
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: [Request] Updating Energy Shield TTW to 3.2
It seems like it won't be easy to remove the TTWFixes dependency, the mod author said it so themselves years ago:

That is why you can't just use a different plugin and rename it to TTWFixes. The mod is too dependent on the stuff from the fixes. So much that you can't even open it on the GECK without the Fixes plugin.SushiSquid wrote: ↑Sat Aug 29, 2015 1:43 pmI would love to remove TTWFixes as a requirement, but it seems like more work than it's worth. Deleting the master outright in FNVEdit causes the plugin to no longer load in the GECK. To delete it properly, you have to delete anything that TTWFixes references from out of my EnergyShields_TTW file, and then use Clean Masters, which is a lot of work. I had hoped that clearing all data from TTWFixes and then loading it up empty would make Clean Masters also work. It does not.JaxFirehart wrote: It is generally better to fold the fix from TTW Fixes into your plugin rather than requiring TTW Fixes. Of course, if you are referencing a form added in TTW Fixes or similar situations this is impractical at the least, but either way, you might consider looking into it.
I honestly would love to have a simpler way to remove masters other than "delete all the stuff, remembering the changes, and then redo it" because I still need to bring these updates to the normal version, which means deleting a bunch more masters for that.
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dorian
- Posts: 3
- Joined: Sat Oct 10, 2020 7:21 pm
Re: [Request] Updating Energy Shield TTW to 3.2
Ah, that's too bad. Well I guess I'll just wait until someone either update the current version or create an entire new mod.
In any case, thanks for the info, I can't believe I didn't see that tidbit in my search for answers.
In order not to reopen a new topic, do you know of any similar mod? Or something for a science let's play. It's hard to find anything not related to adding new chems and energy weapons. The Robotician mod looks cool, but I'm still looking for something else
In any case, thanks for the info, I can't believe I didn't see that tidbit in my search for answers.
In order not to reopen a new topic, do you know of any similar mod? Or something for a science let's play. It's hard to find anything not related to adding new chems and energy weapons. The Robotician mod looks cool, but I'm still looking for something else