About this mod
An immersive overhaul of in-combat NPC behavior for OpenMW 0.49. With new voice lines and animations.
- Requirements
- Permissions and credits
- Changelogs
- Donations
NPCs are now capable of more than chasing and stabbing. They will move around, run, walk, execute series of attacks, and use quick and charged attacks interchangeably. They might be cautious to engage or even not willing to fight anymore.
Not every engagement needs to end in a murder.




Fully takes over Melee NPC behaviours, partially takes over spellcaster and ranged NPCs. Only affects humanoids, doesn't affect creatures.
Many new ElevenLabs-generated combat voicelines by vonwolfe. (currently extra-voice-treated races are dunmer, nord, orc and imperial male)
Listed video and gifs show some of the potential Behaviors, if you want to spoil the experience - read a full(ish) list of new capabilities under the spoiler below, but I would suggest to simply play the game.
Full(ish) list of behaviours, most of them have some amount of randomisation, so different actors might behave slightly (or significantly) different:
-- Hitting an npc might pull nearby friends if they are in a line of sight.
-- NPCs might be unwilling to engage, warn player not to come closer (probability based on disposition towards the player)
-- Can chase, fallback, strafe around in combat. Walk menacingly. Rare actors will jump around or run around the player full-speed.
-- Chain attacks together, max amount of attacks depends on a weapon skill
-- Make mistakes in picking best attack types (more mistakes at lower weapon skill)
-- Some might get angry when spammed with quick attacks and respond with a similar quick spam
-- At low hp (<33%) each damage even has a chance of making them scared, which in turn will result in an attempt to run away searching for a friendly npc, or in asking for mercy, giving up all the items they possess (except their clothing/armor) and leaving the combat state.
-- Probably other smaller things that I forgot about.
°°° Installation °°°
- Install the dependency.
- Install using Mod Organizer 2. Or manually place the contents of the archive into your ".../Morrowind/Data Files" folder.
- Ensure that MercyCAO Compatibility Patches.omwscripts is at the very bottom of your Content Files list in the OpenMW launcher (you can drag it to reorder).
- Ensure that "Use navigation mesh for pathfinding" is enabled in "gameplay" tab of launcher settings. Usually it's enabled by default, but having it unchecked does break the mod, so never hurts to double-check.
- Enable the mod's .omwscripts files in the "Content Files" tab of the OpenMW launcher.
°°° Recommended mods °°°
Take Cover by mym - a nice immersion mod that handles enemies fleeing and hiding when they can't reach the player
One-handed animations and idle fixes by me - makes NPCs look less stupid when they use one-handed weapons (used in gifs above)
ReAnimation v2 also by me - a good set of first-person animations (if I can say so myself, (~wink-wink,nudge-nudge~)) to make the combat feel even more dynamic and less repetitive
°°° Mod compatibility °°°
Not compatible with MWSE.
Not compatible with most mods directly affecting NPC behavior in combat, unless the mod was specifically made compatible with Mercy using Mercy interface. (AI mods by mym are compatible)
Note: Compatibility patches script file was removed (its a file that was present in old versions of Mercy) - this was done on purpose, it's not necessary anymore. Load order of Mercy still shouldn't matter when it comes to compatible mods.
°°° Git °°°
You can always find the lates version of Mercy in the repository . Nexus page will (most likely) be kept up-to-date.
°°° For Developers °°°
Mercy provides an extension interface allowing to develop new behaviours for NPCs that will be injected alongside Mercy behaviours. Patches for existing mods can be made using the same extension interface. You can even run a whole behaviour tree of your own (using the same behaviour tree library Mercy uses) within an extension node. You can find extension instructions and interface description in the repository.
To get familiar with behaviour trees you can open .b3 file from this mod using Behavior3+ editor visual editor.
Also note that if you are developing a mod compatible with Mercy - you can use all the custom behaviour nodes present in that .b3 file and developed for Mercy by requiring Mercie's behaviour_nodes.lua directly in your scripts. As soon as you require that file once - it will register all the custom nodes with the behaviour tree library so they will be recognised when you import a b3 project that uses them.
°°° FAQ °°°
- Generative AI is evil!
- Not it's not, and also this is not a question.
- Is this compatible with a mod X
- I don't know anything beyond what I described above in the compatibility section. You can always try it and report.
- OpenMW 0.49 is evil and unstable! Can I get a 0.47 or 0.48 version?
- No, there are reasons why a lot of mods require 0.49. 0.49 provides cutting edge lua functions and possibilities. Also it will not fry you PC nor summon demons from hell. You can keep a separate version of openmw, you don't need to overwrite anything nor reinstall your mods. The worst that can happen is an occasional crash to the desktop, but I'm quite sure you can handle it.
- I encountered terrible awful bugs!
- Sweet! Feel free to report it. But first, check the f10 console and see if there are any red errors. Red errors are good, its a useful information. If you've confirmed the presence of those - also grab a log file and share it (it's in documents/my games/openmw/openmw.log). I can not guarantee that I will fix anything anytime soon since I'm quite tired of working on this mod (it took a loooooong time), so your best bet might be figuring mod incompatibilities on your own and turning off whatever is conflicting (although this should be pretty rare). If you did find a conflicting mod - please write about it in the posts tab here.
- Modding/Extension documentation is bad, I don't understand it!
- Well, I'm tired, I did my best with it. Experiment, read Mercy code, read the patches file code, it also uses the extension system. I'm sure its not that difficult to figure out if you really want to extend Mercy.
- Do I need to have Mercy as a dependency if I want to make my own behaviour tree mod?
- No, of course not, you don't need Mercy to use behaviour tree lua library or visual editor in your projects!