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  1. MyGoodEye
    MyGoodEye
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    NEW IN V1C!

    Allows players to disable SPECIFIC CAMPS and/or OUTPOSTS from randomly spawning for dramatically increased compatibility with other mods!

    Detailed instructions and an example provided by clicking here.

    Specific "overlaps", like OUTPOST09 with ETaC will be listed here as we discover them... so PLEASE SHARE!

    It's easy, trust me

    If updating from an earlier version, simply make a save in an interior, close the game, using the mod manager of your choice, remove the old WZAA and install the new one. Allow any overwriting.

    This is a simple exploitation of an existing feature and as such should cause no trouble on updating... if you have troubles, please don't hesitate to contact me here.

    MxR COVERS WARZONES : ASSAULT ATTACK!
    Go to 5:55 for the action!
    Thanks MxR





  2. RustyShackleford69
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    It seems this conflicts with one of the dungeons from Dawnguard. One of the big fortresses are right on top of Ruunvald Excavation it seems.
  3. Knight68
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    How can I disable cannons? I've already tried setting allow cannons in the MCM menu to 0, but it they are still firing!
  4. Ulrax
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    @MyGoodEye

    Hi, Thank you for your answer I know but it is for SSE not old skyrim ( https://www.nexusmods.com/skyrimspecialedition/mods/10933/? )

    so, I cannot use him ?
  5. Ulrax
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    Hi, it is possible to add A patch to be compatible with beyond skyrim bruma (for frontier gate ) ?
    1. MyGoodEye
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      There is one somewhere on the NEXUS, iirc. Not at my computer or I'd link ya.
  6. Quiggleberry
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    Awesome mod! Just thinking, to make it a bit more lore friendly for pedants like me, would it be possible to replace the cannons on the siege towers with ballistas? It would be a good compromise I think - getting rid of magical trebuchets without replacing them with something out of the context of 4th era Tamriel.
  7. Minecraften
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    For some reason, the base mod (Non assault attack) wont install when downloaded from the nexus using the "download with manager" option however, it does work when I manually download it. just one problem, WZAA refuses to accept the base mod as it is, because it is an ESM rather than an ESP. any fixes you know about?
  8. ronence
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    Never Mind...
  9. Lefthandovgod661
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    Hello, i was hesitant about using Warzones, i had made 2 new characters and decided wth, why not.
    Let me just add im new to installing mods so bare with me, for im not familiar with everything yet.
    Anyway, installed WZ, my game worked fine, with civil unrest only. while playing i added a couple of new mods including assault attack, when arriving to markarth, i left to do a quest, leaving the gates i walked down not even close to the carriage and poof! game crashed.
    i reloaded and it kept doing this same crash in the same area. So i disabled a few mods, just experimenting to find the source as to why my game kept crashing.
    I disabled WZ and enabled them again, etc.
    Now that I fixed the markarth problem, i enter WZ areas that are new and it freezes my game. On that note i did the same thing trying to figure out what it is that keeps making my game freeze and crash. SO i ended up getting passed the nonsense, and saving new files of characters, and also using character saves that didnt have warzones at all. thinking i fixed the problem. Which i guess i did, no more crashed or freezes this far.
    As i loaded my save i noticed the sword i had crafted is not visible. its in my inventory, and it animates as i unsheathe my sword, with sound, but no sword is visible.
    I notice that it is only the WZ armory weapons and armor that are not visible, everything else is visible. Armor is the same, it shows in my inventory i can wear it, but when i hover over it with my mouse it doesn't show a visual in my inventory. I deleted the saves because i just couldnt find a solution... and made another save with another character that did not have WZ and still the weapons and armor are not showing up... will i have to uninstall and reinstall the mod?
    I installed the mod as it was described, and used a new save, could it be that my save is dirty already?
    I did everything in the description, or am i missing something?
    Has anyone else ran into this problem too... ?
  10. franznikoforos
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    This mod is now incompatible with Beyond Skyrim: Bruma due to the placement of the Imperial Mining Facility.

    A hotfix putting in the MM a toggable option for the Facility would be the easiest solution

    cheers

    Franz
    1. MyGoodEye
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      Thanks for the heads up, but toggling that FACILITY is utterly impossible. Far too many things at play in that area, many of which will simply not work with a "simple EnableParent" attached.

      As BRUMA develops, and as my time presents, I may (or a volunteer may) be able to provide an alternative entrance to BRUMA (assuming they built a new worldspace and only needs a new "door". As of now though, I don't even have ClassicSkyrim installed any longer.
    2. IceMaverick
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      Ah does this mean I need to uninstall WZAA to be able to play BS: Bruma? That'd be a huge shame because I love the randomly spawned outposts and the couriers and all of the other aspects this mod adds. I don't often use the strongholds simply because they're pretty far out of the way, so I wouldn't mind losing the Imperial Mining Facility and all but if I have to uninstall all of this for a playthrough, I guess it must be done :/
    3. franznikoforos
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      I am not sure about whether they are hard- incompatible. Surely the main gate cannot be used skyrim side. However, the cave secret entrance might still work.
  11. Maretti
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    Started a new game with this mod and I'm getting attacked on sight by the Thalmor(on level 2), there is no note on them, they just agro for no reason. Nothing like this ever happened before. Any chance this mod is the culprit?
    1. MyGoodEye
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      Sorry, but not likely. This mod doesn't really even feature THALMOR, let alone mess with their AI/FACTIONS.

      It is not impossible that a RandomEncounter spawned by WZ has generated an angry group of THALMOR, but even the WZNPCs are (mostly) adherent to your FACTION alliance(s).

      If you check your PAPYRUS log, and have left our debug messages on, you'll possibly get a better idea of whether or not WZ spawned THALMOR in a particular place.
    2. Maretti
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      Well, when I reached the settlement turned out it wasn't just Thalmor, but literally everyone in Skyrim are hostile towards me now - hunters, commoners, guards, literally all the npcs. I'm completely puzzled since nothing like this has ever happened before.
    3. MyGoodEye
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      The WZ mods do nothing with that aspect of the game. Perhaps there's a combination of some of your other mods at work here?
    4. Maretti
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      Nvm fixed after I reloaded the earlier save
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