Invisible Pit Fiend

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Dari
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Invisible Pit Fiend

Post by Dari »

Alright so whenever, I summon a Pit Fiend In Cordor it appears completely invisible

Steps to reproduce:
Summon a Pit fiend via gate
Expected result:
Have it be appeared
Actual result:
Is Invis
Screenshot
https://imgur.com/k7YkvNS
Note:
One of them went rouge and kind of killed 2 NPC's, the Intended purpose was to have it just roam around.
Henry Crowe - Dead
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Surrender The Throne
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Re: Invisible Pit Fiend

Post by Surrender The Throne »

I think something's wrong with the pit fiend model. 83% of the time, the sprite doesn't load, and it's been like that for a few weeks now.
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goblinhero
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Re: Invisible Pit Fiend

Post by goblinhero »

The weird thing is that it is party-wide if not serverwide that it dissappears - we were a party of four in Avernus and none of us could see the pit-fiends. We could see them in Benwick, but when we transitioned to the C&P server, they stopped showing up.
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Kuma
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Re: Invisible Pit Fiend

Post by Kuma »

Dari wrote: Sat Nov 28, 2020 7:27 pmOne of them went rouge and kind of killed 2 NPC's, the Intended purpose was to have it just roam around.
if you are a wildly different alignment to the creature you're trying to summon, this is a possible outcome. likely working by design.

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Re: Invisible Pit Fiend

Post by -XXX- »

Arelith WIKI wrote: Alignment divergence
Some summoning spells are random and may result in a variety of creatures. Others will have a specific result based on the alignment of the caster. However, a character that uses a -stream may force creatures from other alignments to come, though that incurs a failure chance in which the creature may turn hostile immediately upon summoning.

The chance is increased by 10% for each horizontal step beyond the first, and 10% for each vertical step away from the caster at a maximum of 30%.

That means that:

A LE character (bottom-left corner) would have 0% chance of failure at LE, but 10% at CE, 20% at CN, and 30% at CG.
A LG character would have 0% at LG and NG, but 10% at LN, CG and TN, 20% at LE, NE and CG, 30% at CE.
One can see the chance of hostility using the -stream command.

The three "protection from alignment" spells reduce this chance accordingly, 10% for the first, 20% for the second, and completely negating it with 30% at the third, provided you are warding against the alignment of the creature you intend to summon.

The three spells are "Protection from Alignment", "Magic Circle against Alignment", and "Aura versus Alignment". This means that the full 30% negation can be achieved only with the help of a cleric without needing 65 Lore for an 8th circle spell. As a reminder, Magic Circle and Aura have been changed so that they are a persistent buff at time of casting, and no longer require continuous proximity to the caster.
Full article here: http://wiki.nwnarelith.com/Summoning_Changes
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Surrender The Throne
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Re: Invisible Pit Fiend

Post by Surrender The Throne »

The report here isn't about a gate summon going rogue. It's about the fact that pit fiend sprites don't load (for some people consistently on C&P).
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Kuma
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Re: Invisible Pit Fiend

Post by Kuma »

Surrender The Throne wrote: Tue Dec 01, 2020 9:43 am The report here isn't about a gate summon going rogue. It's about the fact that pit fiend sprites don't load (for some people consistently on C&P).
yeah thats why i tried to convey that part of it wasnt a bug

there's definitely an ongoing issue with hak-based appearances not 100% being visible - the pit fiend is a victim of this since he got updated to have a tail

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Irongron wrote:

To step beyond any threshold, having left that place richer than one found it, is the finest legacy anyone can have.

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Dari
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Re: Invisible Pit Fiend

Post by Dari »

Yeah it's about the invis Pit Fiend
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-XXX-
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Re: Invisible Pit Fiend

Post by -XXX- »

Chop the tail off then!

You can relog without issues after entering a town and being surrounded by a host of headless horsemen and silver surfers, but doing that in the middle of a PvP encounter after someone drops an invisible Gate summon at you is hardly a viable solution.
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Batrachophrenoboocosmomachia
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Re: Invisible Pit Fiend

Post by Batrachophrenoboocosmomachia »

-XXX- wrote: Tue Dec 01, 2020 11:07 am Chop the tail off then!
Sadly, going to do just this for now. The Hak model we use for an override has the tail and larger wings and frankly looks much better in a side by side comparison. But not even being able to replicate this issue myself and yet seeing it reported this widespread, I'd rather just remove it at this point. An invisible high-level enemy is really not fun and a purely cosmetic change just isn't remotely worth it.

Don't know when I'll be able to dedicate the time to trying to debug this, but if I can isolate and fix the model loading/unloading issue I'll re-add it to the server then.

Done.

-XXX-
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Re: Invisible Pit Fiend

Post by -XXX- »

Thank you
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Batrachophrenoboocosmomachia
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Re: Invisible Pit Fiend

Post by Batrachophrenoboocosmomachia »

The model has been reverted. Closing.

Done.

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