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
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.
Of course, but it is probably an issue most Chrome users will encounter, which is a rather large part of the internetIt's showing up as some scripty font in Firefox, so I think it's a font issue on your end: UCB CoE EECS '14
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)
chance = {
modifier = {
factor = 1
war = no
}
modifier = {
factor = 0
war = yes
}
}
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.
These work similar (identical?) to the same uses elsewhereCode:chance = { modifier = { factor = 1 war = no } modifier = { factor = 0 war = yes } }
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
}
}
}
}
}
}
}
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 } } }
--- 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.
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.
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.)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.
--- 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.
--- 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>)
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.
All any_x commands work in triggers. I can't think of a single exception at least.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.