Actors Can Overcome Obstacles (OpenMW)
🟡 Updated this year⚠️ Install Order · 3 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 4.3% endorsement rate — high engagement, a strong quality signal
- 🏆 #210 of 402 Gameplay mods in this game by downloads
📋 About This Mod
Note: this mod include the functionalities of Actors Can Get Out Water, so desinstall this last one
If the obstacle isn't too difficult, actors can overcome it (go over or sideways).
As a side effect, in combat, NPCs and Creatures "jump" around the opponent. I like this side effect.
Another side effect is the possibility for NPCs and Creatures to be unstuck from an object (if they have been stuck in it because of a game bug for example) in some situations.
And actors can get out water if the border isn't too high. And underwater they are a little bit pushed toward the surface (Archimedes' Principle).
- "Walking" NPCs and Creatures can overcome a rock, a bar, a table, etc...
- Cliff racers can overcome a tree, a house, a big rock, etc...
- Actors (including player) can get out the Underworks water in Vivec
New creature models (outside of "Morrowind-Tribunal-Bloodmoon") are also taken into account, but with a default size only (not personalized). So for some new creature models it doesn't work as well as the "old" ones.
Creatures that aren't biped and who can't "walk" and who can't fly, are excluded of this mod (so kwama queens and fishes are excluded, for example).
There is also a blacklist for NPCs and Creatures to exclude some of them from the obstacles overcoming (they won't "jump", and they won't get out water. But they still rise to the surface (if underwater)).
By default Centurion Spheres and Centurion Archers are blacklisted, because i consider they aren't designed to "jump" or to get out water. Berwen's corprus stalker is blacklisted too.
You can lower the frequency of "jumps" (for NPCs and creatures) if it's too much for you.
For the player, you have to press the "out of water" key/button ("e"/"Y button" by default - it's the default jump) to try to get out water. You have to be pretty stationary. And move up to "climb" over the edge.
If you don't want the Archimedes' Principle applied to PC, it's possible.
See creature.lua, NPC.lua and player.lua for the explanations concerning all parameters.
Installation note: you have to install the esp plugin too
Important note: It can happen that an actor become stuck in a object, and can't succeed to un-stuck him. In this case, try to save and load. If this doesn't work, you can make your PC wait (T key by default) 1 hour next to the stucked actor (it places the actors to their destination position). Or you can open the console, click on the actor (his ID must appear in the console title), and then enter:
move y 3000
(y is the front axis, x is the side axis, 3000 is 1 meter more or less)
Credits to Starfall and hyacinth for the videos!
This OpenMW mod lets NPCs and creatures jump over obstacles and during combat, helping them get unstuck and allowing actors (including the player) to climb out of water. A small but functional gameplay tweak with 69 endorsements, last updated in May 2026.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Fixes a common annoyance where NPCs get stuck on terrain or in water
- Adds more dynamic combat behavior since enemies can jump during fights
- Works for both NPCs and the player, making it a universal quality-of-life tweak
⚠️ Cons
- Small mod with only 69 endorsements, so it's not widely tested
- May alter AI behavior in unexpected ways, potentially breaking scripted encounters
- Requires OpenMW, so it won't work on the original Morrowind engine
For OpenMW players who are tired of watching NPCs and creatures get stuck on rocks or in water. If you want more natural AI movement and combat mobility, this is a handy tweak. Skip if you prefer vanilla AI behavior or play on the original Morrowind engine.
💡 Beginner Tips
- Make sure you're using OpenMW, not the original Morrowind executable, as this mod is built for OpenMW's engine.
- Place the mod files in your OpenMW data directory and enable it in the launcher's content list.
- Test in a few areas with known stuck NPCs to see if the jump behavior feels natural before committing to a full playthrough.
📊 Mod Details
- Game
- Morrowind Mods
- Author
- lelimule
- Version
- 1.4.1
- Downloads
- 1,588
- Endorsements
- 69
- Category
- Gameplay
- Created
- 7/22/2025
- Updated
- 5/13/2026
🔧 How to Install Morrowind Mods
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