The Wizards' Islands are an undetermined number of islands having own unique storylines, and related through a main story. They will be released in separate chapters, starting with the cold Island of Winter. The questing and plotline interactions bear more resemblance to Black Isle games than the crude generic dialogue of Morrowind, with custom dialogue for all NPCs. The Winter Island is larger than Solstheim, including dense forest, immense mountains, frozen lake, a pair of large towns with unique architecture & much more, including epic architecture, like cathedrals & castles, and over 100 interior cells, without counting dungeons (only town and misc.) Many dungeons, and the size of them can go up to 15 cells each, darker and harder than the ones in Morrowind. Some of them will take days to finish, and use customised tilesets to create gigantic ice caves and massive descents into the earth. The Winter Island holds a rich and vast history dating back 3 millenia..

Upload a file Report abuse Wizards Islands 1.05 & Bloodmoon patch
Mar 3rd, 2013
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Fixes several issues, see the description for more details. Requires Bloodmoon.


  • This mod replaces Wizards' Island's snow with Bloodmoon's snow. This way it makes the game run faster in outdoor areas.
  • Makes the frost damage dependent on the player's frost resistance.
    You can also disable the frost damage for the player when he/she is a
    vampire or is in werewolf form. To do so open the console with the ~ key
    and write:

    set WI_NoVWFrostDamage to 1

  • Some scripts are now working differently. The result is that the
    player would be able to leave the island anytime he/she wants without
    any negative outcome. I didn't added any way to do this though.
  • It replaces the lava steams coming out from the chimneys in Wintervale with the default Morrowind chimney smokes.
  • Wizards' Islands stops the Tribunal levitation preventer script.
    Since the Tribunal bug was fixed in Bloodmoon this patch turns the
    script back on.
  • The WI_introscript didn't stopped itself after the ghost appeared. The patch fixes that.


  • This mod requires the Wizards' Islands - Scourge if the Frost Bringer mod and Bloodmoon.
  • Extract the zip file into your Morrowind\Data Files folder. The default Morrowind folder is: C:\Program Files\Bethesda Softworks\Morrowind.
  • In Morrowind's autorun menu click on Data Files then enable Wizards_Islands_BM_Patch.esp by double clicking on it's name.
  • Click OK, and start the game.
  • The other Wizards' Island patches are compatible with this patch.
  • It's not required to start a new game to use this patch and it only does minimal change in the Wizards' Island esm file.


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Wizards Islands 1.05 & Bloodmoon patch
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Released 2006
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