Can be forced to not resist arrest if you cast Calm Humanoid on aggroed death warrant guards
- Do something a guard doesn't like
- Let the guard talk to you
- Resist arrest
- Cast Calm Humanoid on them
- If you're within talking range, you are now stuck in an endless loop of conversation boxes, until you select something other than "Resist Arrest".
#4 Updated by Pseudo Nonymous 5 months ago
I can confirm I can reproduce this issue in OpenMW 0.41.0 running on Linux.
I killed a bunch of people in Balmora, ran up to a random guard, resisted arrest, then cast calm humanoid.
Every time I click "resist arrest" the game advances by a single time step before the "you are under arrest" dialog reappears.
#5 Updated by Andrei Kortunov 4 months ago
Strange. I can not reproduce the endless loop with upstream code.
When I cast a Calm Humanoid on a guard-follower, he will draw/holster his weapon several times (an AI packages priority bug?).
guard follower in OpenMW still has the arrest behavior
Note: only player's followers guards do not have a Pursue behaviour.
Also a follower-guard will not report about your crimes in OpenMW, but still will try to arrest you, if there are another reporters.
#10 Updated by Plutonic Overkill 9 days ago
I managed to reproduce this with the final 0.43 release candidate by getting a death warrant and then casting Calm Humanoid on some Ordinators. It's even worse here, as the only dialogue option is 'Goodbye', so there is no way to get out of this loop without somehow moving away from them, and you cannot access the menu. It also might have had something to do with the fact that I used Levitate to fly above their heads, causing them to start fleeing. I can attach a savegame if needed.
I can also confirm.
I tested using guards in Seyda Neen, setting player bounty to 5000 and casting Calm Humanoid on a guard after they've entered combat with player.
In original Morrowind the guard that was cast upon stops fighting and resumes wandering while the spell is active. Trying to talk to him though will show "This character is in combat," though. After the spell wears off he resumes attacking the player.
"This character is in combat" behavior doesn't happen if you cast Calm Humanoid on other NPCs. You can talk to them after casting the spell. I tested with both a non-hostile NPC that I forced into combat with "startCombat player" and a hostile NPC that attacked me naturally when I approached them.
#17 Updated by Alexei Dobrohotov 7 days ago
- Subject changed from Can be forced to not resist arrest if you cast Calm Humanoid on aggroed guards to Can be forced to not resist arrest if you cast Calm Humanoid on aggroed death warrant guards
- Target version set to openmw-0.44
- Reproducibility changed from Have not tried to Always