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The Bastard Check for Character History should check for "add_trait = child_of_consort" as well not only bastard / legit_bastard

Oh and the add_spouse / add_spouse_matrilineal should actually check for the religion and take the max_spouse value from there as restrain instead of "1" if it not allready does so

Can you expand on child_of_consort? Right now I don't think add_spouse checks for number of spouses at all and it would be tricky to add.
 
False negative: on_action events that contain a mean_time_to_happen line should be flagged as errors (weight_multiplier should be used instead.) If tracking on_action events is too difficult, flag a mean_time_to_happen line as an error if the event is is_triggered_only = yes.

So mtth is only for non-triggered-only events? While triggered only events should not have a mtth, but those called from on actions may have a weight_multiplier?
 
Is it possible to make validator ignore all errors in one file. I tried adding "# Audax Validator "!" Ignore_ALL" at the top of file, but it doesn't work. If I try "# Audax Validator "!" Ignore_NEXT", it works too good and I get no errors from ALL my files.

There is a bug in Ignore_NEXT; it will be fixed in the upcoming version. Then you can use that.
 
I've a question there is a mode to have the errors only of the mod itself?

I've set the mod path and the name of the mod strange things happens:

  1. It looks the mod directory and it sees some bugged .mod files that were there! But I wanted to check errors in my mod not in the mods of others...
  2. The errors of my mod are mixed with the Vanilla errors (for example a lot of vanilla history files are a little bugged with people with date of death before their birth and so on...), the errors of my mod are 3-4, but I see mixed with other 2000!

Some bugs that I've noticed:

  • I'm using Windows 8 / 64 Bit in Desktop mode sometimes the file/files are locked the program crashes badly! Probably opening them in read only would be better (could I use GVIM as editor when I press "edit" by the way?)
  • I use GVIM as editor and when it opens a file it creates a shadow copy with changed extension (.txt --> .txt~) the validator gives me errors of duplicated entries... GVIM is bugged as it should delete them on closing but it does NOT, nevertheless the game correctly uses the files (at least it seems to do this as I don't see duplicates) with the correct extension so those files should be ignored and don't be see as errors.

Thanks and keep the good work!

1) The Validator needs to read in the mod files to know what mods there are. As part of this it will report any errors with the mod files. Since one of your files might be bugged, and then you should know why your file isn't loading.
2) There's an combobox next to the Cancel button. You can set it to "Show main mod errors" and it should mostly filter out vanilla files.
3) You can use any editor you want as long as it accepts command line arguments. See DidYouKnow.pdf for details on how to do this. Assuming that GVIM opens the file in read-write mode, the Validator would have to risk having data change under it, which seems bad.
4) This will be fixed.
 
Version v1.7 RC3 has been released: https://www.dropbox.com/s/wl6sl0fd4x6sloi/Audax.Validator v1.7 RC3.rar

If I did not reply to you, then you issue should be fixed, but of course report again if it doesn't seem to be.

Please keep reporting false positives with the Validator, and they will likely get fixed. If you are reporting a false positive, it is very useful to copy the error message into the post - you can just select the error message, then press Ctrl+C to copy it.

If no issues are reported on either the Eu4 or Ck2 forums for a week, then a final 1.7 will be released and it will be the last version until a new patch comes out.
 
So mtth is only for non-triggered-only events? While triggered only events should not have a mtth, but those called from on actions may have a weight_multiplier?

Yes. On action events used to use mean_time_to_happen to change the weight of events, but it got changed to weight_multiplier some time back (was away from CK2 modding at the time, so don't know which patch it was.)
 
Version v1.7 RC4 has been released: https://www.dropbox.com/s/a9ihel1qfj7wyh7/Audax.Validator v1.7 RC4.rar

If I did not reply to you, then you issue should be fixed, but of course report again if it doesn't seem to be.

Please keep reporting false positives with the Validator, and they will likely get fixed. If you are reporting a false positive, it is very useful to copy the error message into the post - you can just select the error message, then press Ctrl+C to copy it.

If no issues are reported on either the Eu4 or Ck2 forums for a week, then a final 1.7 will be released and it will be the last version until a new patch comes out.
 
Is there a Linux version for this?
 
Guys, why does the validator recognizes the condition "capable_ony" as invalid node in a trigger?

At <mod>\events\alliance_events.txt [character_event\option\trigger\capable_only] (Line 233, column 4):
Invalid node "capable_only" in scope CharTrigger (value is: yes)
 
"capable_only" is a pre-trigger. Look at vanilla events using it and you'll see it always come before the trigger block. Inside a trigger/limit you must use trait = incapable/NOT = { trait = incapable }
 
Can you use the CK2 validator download with other paradox games. I've put in Victoria 2 pathing and set it to HoD but it keeps saying the mod doesn't exist then lists my CK2 mods. I'd download the regular Victoria validator but it doesn't seem to work on my computer and fails to initialize.
 
Thanks for your work it helped a lot in my mod!

I'm having a problem now that it has not found one of the written events of 30 has not buttons defined that could be syntatically correct but well it could be at 99.9999999% true that the user doesn't wanted this as is, de facto, a Game Over screen! The only way to exit from the game is to Quit it, now...

Welcome_and_Game_Over.png


What do you think? At least a "warning"?
 
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Can you use the CK2 validator download with other paradox games. I've put in Victoria 2 pathing and set it to HoD but it keeps saying the mod doesn't exist then lists my CK2 mods. I'd download the regular Victoria validator but it doesn't seem to work on my computer and fails to initialize.
You can put your mod directly in the game mod directory (instead of my documents). Since Vic2 isn't receiving any more updates unless there is a new patch/expansion, this workaround will be needed.

Thanks for your work it helped a lot in my mod!

I'm having a problem now that it has not found one of the written events of 30 has not buttons defined that could be syntatically correct but well it could be at 99.9999999% true that the user doesn't wanted this as is, de facto, a Game Over screen! The only way to exit from the game is to Quit it, now...

Welcome_and_Game_Over.png


What do you think? At least a "warning"?

This used to have a warning, then it was removed, though I'm not sure why. Is it possible that there are Ai only events that don't need options?
 
False positive:
--- Error 1 of 1 ---
At <mod>\decisions\LI_son_decisions.txt [dynasty_decisions\LI_son_academy_dec\FROM_potential] (Line 94, column 3):
Invalid node "FROM_potential" in scope DecisionDef (value is: <a complex type>)

From v1.07 changelog:

- Added 'from_potential' trigger to decisions (vassal and dynasty decisions only)
 
There are some vanilla events without any options, just immediate. I don't know about AI only events ,but hidden events don't need them.

Yes I'd imagine hidden events autocloses themselves (or remains open as they not cover the GUI and so they are not a problem), in my case the game wait my inputs but nothing it's shown (there's no localization probably) and worst the buttons are not only not localized but not present too and so I have only a possibility: quit the game :sad:

I boldly suggest to re-add it into the next release as now I need to check all the events... a nightmare as they are more than 30... yeah it would have been more wise to test one for one... lesson learned :blush:
 
False positive:


From v1.07 changelog:

I think this is just the Validator being picky about case.

Yes I'd imagine hidden events autocloses themselves (or remains open as they not cover the GUI and so they are not a problem), in my case the game wait my inputs but nothing it's shown (there's no localization probably) and worst the buttons are not only not localized but not present too and so I have only a possibility: quit the game :sad:

I boldly suggest to re-add it into the next release as now I need to check all the events... a nightmare as they are more than 30... yeah it would have been more wise to test one for one... lesson learned :blush:

A ValidatorSettings.txt flag will be added.