Gaming How-To

Star Wars Zero Company Aftermath Mod: How to Install the Fan-Made DLC

The community-made expansion reopens the Den after the credits, adds 48 skirmish missions, and brings in four new operators.

The community-made expansion reopens the Den after the credits, adds 48 skirmish missions, and brings in four new operators.

Star Wars Zero Company ends the moment Fathom falls, and the credits roll before you can do much else with your squad. A fan-made expansion called Aftermath changes that by keeping the Den open after the story wraps, so you can drop back into combat, run more missions, and recruit new operators instead of starting a fresh campaign.

Quick answer: Install the Aftermath mod only once you have reached the final mission, then play that mission normally to trigger it. Installing it earlier rewrites active skirmish missions and can break your current run.

Image credit: Nexus Mods

What the Aftermath mod adds after the ending

Aftermath, made by modder Cafiso, treats the ending as a starting point rather than a stopping point. After the story concludes, the Den stays accessible and its features come back online, giving you a reason to keep playing well past the credits.

AdditionDetail
Den accessAll Den features reopen once the game ends
Skirmish missions48 missions, rewritten to fit the post-game setting
Coil crisis eventsNew pop-ups appear every five cycles
New operatorsFour recruitable characters, some returning

The four operators are Bennic, who finally joins the fight directly; Aurelio, who returns despite his earlier fate; Captain Rex, taking on more missions with the squad; and Anakin. Between the rewritten skirmishes and the recurring Coil crisis events, the mod is built to give the endgame a steady rotation of work.

Image credit: Nexus Mods

How to install the mod correctly

Timing is the part that matters most here. Because Aftermath rewrites some missions, installing it at the wrong point can interfere with a campaign that is still in progress. Follow the sequence below to avoid that.

Play through Star Wars Zero Company on PC and reach the final mission before touching the mod. Do not install it during the earlier parts of your campaign.
Download and install Aftermath from its Nexus Mods page once you are on that final mission. Read the instructions on the page carefully before applying it.
Play the final mission normally. Completing it as usual is what triggers the mod, opening the Den back up and putting the new content into rotation.
Image credit: Nexus Mods

How to confirm it worked and why it can fail

You will know Aftermath is active when the credits no longer lock you out. The Den reopens after the ending, the skirmish missions become available again, and Coil crisis pop-ups begin surfacing on their five-cycle schedule. Access to the four new operators is the other clear sign that the mod is running.

The most common way it goes wrong is installing it mid-playthrough. Adding the mod while a campaign is still active lets its mission rewrites collide with your in-progress run, which is exactly why the final-mission timing is required.

Aftermath is one of a growing set of community mods for the game, which already has a sizable modding scene on PC. If you want more variety alongside the post-game content, one of the more popular options raises the squad limit so you can take six operators into missions instead of four.