Skyrim Special Edition

About this mod

MASSIVE DLC-SIZED add-on for WZ2015 which adds a great many neato things that I believe will be of interest to the carnage loving Skyrim player.

Permissions and credits
  • German

MORE than just WAR


WZAA (as it will be hereby known) is a MASSIVE DLC-SIZED add-on for WARZONES 2015 which adds a great many neato things that I believe will be of interest to the carnage loving Skyrim player.

WZAA adds all manner of new features - many listed below!  

New QUESTS taking you to the farthest reaches of Tamriel!  


HUGE NEW AREAS to overtake!

New things that go BOOM!

REINFORCEMENTS that keep the battle going on longer!


New NPCS - some dangerous, some not!

New COURIERS carrying potentially important intel!

Plan your strategic assault with the new ADVANTAGE SYSTEM!

A rogues gallery of NEW BOSSES and BOSS-LIKE NPCs!


Everything in WZAA is "injected" into your game seamlessly - and it is neatly configurable via the MCM.

Read on!

The cornerstone of WZAA are FOUR MASSIVE new STRONGHOLDS with many, many ‘bosses’ and many, many, many ways to die. Each area is no less than 4X the size of Whiterun, and chock full of dudes that hate you. Each one introduces new mechanics that you’ve never seen in any Skyrim mod. New narratives, new loot and, mainly, new challenges. Each has an “unofficial Quest” (in that I didn’t want to make “Quest markers”) but each area has a “point” and a story that will be revealed as you play.

The ADVANTAGE system which can change the course of the Civil War! The ADVANTAGED faction will be given limited-time “Enhancement spells”, increased troop population and other bonuses. While the DISADVANTAGED faction will suffer troop depopulation and penalties. This system allows you to more carefully time your assaults upon CW sieges or WZs. Think of the ADVANTAGE SYSTEM as “Skyrim’s Penalty Box”

RANDOMLY SPAWNED CIVIL WAR/WZ SIEGE CANNONS : In major WZs and CIVIL WAR SIEGES, you have the option to randomly spawn SIEGE CANNONS. The frequency of these can be adjusted (or removed) via our MCM...

...And they use actually EXPLODING ordnance… did you know that the catapults during the CW don’t really work or do much damage? Well… ours do! And you don’t want to be anywhere near ’em when they ‘go boom’

: Potentially carrying important intelligence which can change the tide of the war. The notes are randomly generated and offer bonuses and/or penalties to the factions involved – while potentially offering clues to the locations of entrenched forces. Killing a COURIER and/or reading a note may offer an ADVANTAGE.

 : Throughout Skyrim WZAA adds small forts, camps and outposts which can be attacked (or defended) for loot, intel or fun. Overtaking an enemy occupied FORT/OUTPOST may offer an ADVANTAGE. See how this works?

 : As with CANNONS, in major WZs and CIVIL WAR SEIGES, landmines may appear. Watch your step! The frequency of these can be adjusted (or removed) via our MCM.

 : Some citizens of Skyrim are fatally dedicated to their cause. Just run from them. You’ll be better off.


INCLUSION of NEW COMBATANT NPCS into existing WZs : WZAA can add new Archers, Fanatics, Soldiers, etc to already existing WZs, making what was old, new again… and much more dangerous.

 : Many WZs and vanilla battles now feature reinforcements to keep the battle going strong after the initial wave of death. The frequency of these can be adjusted (or removed) via our MCM. An EXTRA-NPC “clamp” is also included to keep you from overloading your system.

BOSSES : Many new characters presenting new challenges. Not a single one of WZAA’s “BOSSES” will be as easy to kill as Ulfric is in vanilla. Killing WZAA BOSSES may offer an ADVANTAGE.

CIVILIANS : Not much purpose but to add to the chaos. Some will engage in the battle and some with run. These also can be adjusted via our MCM.


EXTENDING EXISTING WZs and ADDING NEW ONES : WZAA extends some well-known WZs into really HUGE battles. REDORAN PLAINS, for instance, can now span over 20 cells, have Cannons, Landmines, Fanatics, Reinforcements, Citizens and can last for quite awhile.

All that is required from you is a functioning installation of WARZONES :CIVIL UNREST for SSE.

You must have an optimized system for best results from WARZONES : ASSAULT ATTACK

For the record, WZAA is not necessarily “performance friendly” although with SSE it runs very, very well. WZAA does have some PERFORMANCE feature reductions. I can use it with no appreciable framerate reduction on my rig, but my rig has – by design – plenty of “headroom”.

  • MyGoodEye


[]As of now, there is no MCM and no menu system.  I will be working on this next.  Despite that, all MCM functions are controllable via CONSOLE COMMAND.[/url]

The few bugs that remained in the original version have been ironed out.

Although extensively tested by a number of generous gamers with 100s of mods installed... this mod is brand-new.  As such, I expect there may be some things we didn't catch.  Perhaps a Cannon appears in the middle of your otherwise bucolic player-home?  Perhaps a group of angry Imperials have established their Outpost right smack in the middle of your favorite new city?

I want to know!  Feel free to tell me here on the NEXUS in the comments.

Get any great screenshots?  Let's see!  Post 'em here!

This mod is provided AS-IS. I make no guarantees that it will work for you and no guarantees that you won't experience unforeseen issues. Sucks that I have to say this, but it seems like it needs saying. 

I strongly recommend that you - at minimum - make a backup of your current save as you should when installing any new mods.

Please enjoy our TUTORIAL VIDEO which will better illustrate some of the features of WARZONES : ASSAULT ATTACK

HUGE THANKS to EVERYONE that helped play-test and spitball with me!
I hope you enjoy!