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
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.
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.
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:
- 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...
- 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!
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 there a Linux version for this?
"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 }
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.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...
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What do you think? At least a "warning"?
--- 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>)
- 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.
False positive:
From v1.07 changelog:
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: