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About this mod

A new land, a little larger than Solstheim with eventually as much content as Bloodmoon (if not more).

Permissions and credits

An island based off of what I imagine Esroniet might be like, as described in the book Disaster at Ionith from Oblivion.

Current Features:
  • Different experience for Argonians: Argonians have access to unique main quest paths, but are locked out of others (In progress).
  • Tons of conflicting quests with unique rewards for every possible ending (In progress).
  • Fleshlifting: Rumor has it that those with the ability to steal flesh from the living are lurking somewhere on the island. If you find them and work with them, you may discover the advantages and disadvantages that eating flesh brings (Complete, unique items can be harvested from all Vanilla races and races added by the mod).

For the sake of lore and progression, Esroniet should only be reachable from your most eastward landmass.
-If you do not have Tamriel Rebuilt or Lyithdonea installed, use the vanilla version.
-If you have Lyithdonea installed (whether or not you have Tamriel Rebuilt installed), use the Lyithdonea version.
-If you have Tamriel Rebuilt installed and do not have Lyithdonea installed, use the Tamriel Rebuilt version.
All versions require Bloodmoon, Tribunal, and the Morrowind Code Patch.  

The suspicious sailor who will take you to Esroniet is located around the Omaren Ancestral Tomb of Vvardenfell in the vanilla version,  around the Port of Lyithdonea for the Lyithdonea version, and south of Fort Ubermoth along the coast in the Tamriel Rebuilt version.

Although it is currently incomplete, I encourage you to explore it and provide me with feedback. At the very least, it will spruce up your distant land if you use it.

Special Thanks to:
  • Karatekid5 for the texturing questions.
  • AlekseiAlatin for the large tower resources.
  • Reizeron for the modders resources such as the Crabshell Helm, Blind Slaughterfish, and Ash Mask.
  • MelchiorDahrk for permission to create a Lyithdonea version.
  • TamrielRebuiltTeam for permission to create a Tamriel Rebuilt version.
  • darkelfguy for the Modathons
  • Digmen for Luminescent Flora.
  • Bethesda for making the models and textures.
  • Nifscope for making Luminescent Flora possible 
  • michael163377 for making Glowing Bitter Coast, which has the glow maps used for Luminescent Flora.
  • Bethesda for Morrowind, the rest of the Elder Scrolls games, and support of the modding community in general.

Current Known Issues:
  • Not all exteriors have interiors.
  • Some interiors have rain inside of them when it is raining outside. MW Code Patch + ceiling statics will fix this, just haven't done it everywhere yet.
  • The occasional floating tree (Just need to find and fix them all).

OpenMW Issue(s):
  • Some NPCs can sit in Vanilla, but float in the air in OpenMW. If I cannot figure out a way to make the sitting work in OpenMW, I may remove the sitting altogether.

  • [X] The landmass
  • [X] Paths, trees, most exteriors
  • [X] Armors, weapons, NPCs
  • [  ] Main quest (currently in progress)
  • [  ] Side quests
  • [  ] Pointless locations, flavor-text, misc NPCs
  • [  ] Clean-up, detailing
  • [  ] All Done
  • [  ] Compatability patches for various mods

Recommended mods:
Glow in the Dahrk:
Distant Lights: