• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Unrelated, but your forum title or whatever you call it (between your nick and avatar) is just showing up as a bunch of boxes in Chrome.

It's showing up as some scripty font in Firefox, so I think it's a font issue on your end: UCB CoE EECS '14
 
It's showing up as some scripty font in Firefox, so I think it's a font issue on your end: UCB CoE EECS '14
Of course, but it is probably an issue most Chrome users will encounter, which is a rather large part of the internet :p
 
I get this error when validating my mod:

ERROR
System.NullReferenceException: Object reference not set to an instance of an object.
at Audax.Validator.Clausewitz.Ck2.MercenaryModifierFactory.LoadDefaultConstraints()
at Audax.Validator.TypeCore.ConstraintPrevalidation.<OnPrevalidation>b__1(KeyValuePair`2 fac)
at System.Linq.Enumerable.<SelectManyIterator>d__31`3.MoveNext()
at Audax.Validator.TypeCore.ConstraintPrevalidation.OnPrevalidation(Context c, Scope scope)
at Audax.Validator.GameValidator.Validate(Action onEachValidatorCompleteAction)
 
I get this error when validating my mod:

ERROR
System.NullReferenceException: Object reference not set to an instance of an object.
at Audax.Validator.Clausewitz.Ck2.MercenaryModifierFactory.LoadDefaultConstraints()
at Audax.Validator.TypeCore.ConstraintPrevalidation.<OnPrevalidation>b__1(KeyValuePair`2 fac)
at System.Linq.Enumerable.<SelectManyIterator>d__31`3.MoveNext()
at Audax.Validator.TypeCore.ConstraintPrevalidation.OnPrevalidation(Context c, Scope scope)
at Audax.Validator.GameValidator.Validate(Action onEachValidatorCompleteAction)

I believe that this is a bug that will be fixed for the next version (coming soon). If there are any messages about a parse failure in the landed_titles folder, fixing those should get rid of the bug.
 
Does this scan the music folder? (was wondering as I was tweaking on a music mod).

songs.txt and any other .txt files is what it would need to scan (and make sure the files in the txt exist within the same folder).

These files would also have trigger mechanics in them i.e.

Code:
	chance = {
			modifier = {
				factor = 1
				war = no
					}	
			modifier = {
				factor = 0
				war = yes
					}		
		}
These work similar (identical?) to the same uses elsewhere
 
Does this scan the music folder? (was wondering as I was tweaking on a music mod).

songs.txt and any other .txt files is what it would need to scan (and make sure the files in the txt exist within the same folder).

These files would also have trigger mechanics in them i.e.

Code:
	chance = {
			modifier = {
				factor = 1
				war = no
					}	
			modifier = {
				factor = 0
				war = yes
					}		
		}
These work similar (identical?) to the same uses elsewhere

Not at this moment no, but I will look into adding it. To be clear, the modifier can have things like "piety = 4"? i.e. it is in character scope?
 
Yeah, it is in the character scope (if we look at the DLC music):

Code:
song = {
	name = "ascalon.ogg"
	
	chance = {
		factor = 5
		modifier = {
			factor = 0.1
			has_called_crusade = no
		}
		modifier = {
			factor = 2
			crusade_target = {
				ROOT = {
					location = {
						kingdom = {
							title = PREVPREVPREV
						}
					}
				}
			}
		}
	}		
}

or

Code:
song = {
	name = "inthenameofgod.ogg"
	
	chance = {
		factor = 1
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.25
			piety = 25
		}
		modifier = {
			factor = 0
			trait = cynical
		}
		modifier = {
			factor = 0
			is_heretic = yes
		}
	}		
}
 
Yeah, it is in the character scope (if we look at the DLC music):

Code:
song = {
	name = "ascalon.ogg"
	
	chance = {
		factor = 5
		modifier = {
			factor = 0.1
			has_called_crusade = no
		}
		modifier = {
			factor = 2
			crusade_target = {
				ROOT = {
					location = {
						kingdom = {
							title = PREVPREVPREV
						}
					}
				}
			}
		}
	}		
}

or

Code:
song = {
	name = "inthenameofgod.ogg"
	
	chance = {
		factor = 1
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.25
			piety = 25
		}
		modifier = {
			factor = 0
			trait = cynical
		}
		modifier = {
			factor = 0
			is_heretic = yes
		}
	}		
}

Added for next version. Though I wonder why the vanilla file doesn't use chance = { factor = 1 } instead of chance = { modifier = { factor = 1 } }.
 
The Validator doesn't seem to scan the files in a mod's common/opinion_modifiers directory to see if an opinion modifier is valid. I'm expanding Avee's family relations mod, and the Validator is returning line after line of e.g.
Code:
--- Error 1 of 1 ---
At <mod>\events\family_relations_mod.txt [character_event\option\hidden_tooltip\mother\any_sibling\if[1]\if\spouse\opinion\modifier] (Line 687, Column 10):
"opinion_nephew" is not a valid OpinionModifier.
when opinion_nephew (and other opinion modifiers used in the mod) are defined in common/opinion_modifiers/family_relations_mod.txt (this is one of the opinion modifiers Avee used, I've added a few more.)
 
The Validator doesn't seem to scan the files in a mod's common/opinion_modifiers directory to see if an opinion modifier is valid. I'm expanding Avee's family relations mod, and the Validator is returning line after line of e.g.
Code:
--- Error 1 of 1 ---
At <mod>\events\family_relations_mod.txt [character_event\option\hidden_tooltip\mother\any_sibling\if[1]\if\spouse\opinion\modifier] (Line 687, Column 10):
"opinion_nephew" is not a valid OpinionModifier.
when opinion_nephew (and other opinion modifiers used in the mod) are defined in common/opinion_modifiers/family_relations_mod.txt (this is one of the opinion modifiers Avee used, I've added a few more.)

Hmm strange, ti should be doing that. Are you sure that there are no error messages about the familition_relations_mod.txt opinions file not being able to be parsed? That can cause errors as then the Validator can't read the modifiers from that file.
 
No, the only errors are from the events file. I'm also getting
Code:
--- Error 1 of 1 ---
At <mod>\events\family_relations_mod.txt [character_event[2]] (Line 1156, Column 1):
The event is set to be triggered only, but it is never called.
when I think I'm properly setting the event to be triggered on_marriage in common/on_actions/00_on_actions.txt. If you could PM me your email I can send you a copy of my files to evaluate (don't want to put a link publicly as I don't yet have Avee's permission.)
 
With 1.1 RC1:
Code:
--- Error 1 of 1 ---
At <mod>\events\foster_relations.txt [character_event[5]\option\hidden_tooltip\spouse] (Line 394, Column 4):
Invalid node "any_ward" in scope CharCommand (value is: <a complex type>)

any_ward is a scope that vanilla events use.
 
With 1.1 RC1:
Code:
--- Error 1 of 1 ---
At <mod>\events\foster_relations.txt [character_event[5]\option\hidden_tooltip\spouse] (Line 394, Column 4):
Invalid node "any_ward" in scope CharCommand (value is: <a complex type>)

any_ward is a scope that vanilla events use.

Vanilla seems to only use it in triggers. Can you confirm that it works with commands as well? (I suspect it will, but just to make sure)
 
Vanilla seems to only use it in triggers. Can you confirm that it works with commands as well? (I suspect it will, but just to make sure)
All any_x commands work in triggers. I can't think of a single exception at least.
 
All any_x commands work in triggers. I can't think of a single exception at least.

Okay, thanks. I checked through the files and made these changes

* any_rival and any_friend can now be used in char commands
* any_heir_title and any_pretender_title can now be used in char commands
* any_ward can now be used in char commands
* any_vassal can now be used in title commands
* any_de_jure_vassal_title and any_de_jure_vassal can now be used in title triggers
* any_backed_character can now be used in char commands
* any_neighbor_province can now be used in prov commands
* any_province_character can now be used in prov commands
* any_realm_title can now be used in char commands
* any_realm_province can now be used in char commands
* any_demesne_province can now be used in char commands
* any_current_enemy can be used in char commands
* any_attacker and any_defender can now be used in char and title triggers
 
All any_x commands work in triggers. I can't think of a single exception at least.

I'm pretty sure any_realm_province doesn't work in commands. At least I remember having issues with it.
 
Is there an easy way to find where exactly the problem in a file is?

I'm getting this after vailidating my mod;
feeeel.png
 
Comment out blocks of text (everything on the same line after a # is a comment) until you find the offending section.