That error doesn't cause any harm.
It's created by the Discord plugin which shares additional information like population, city name and weather information with the Discord client if installed. When the client is not installed, running or this information cannot be shared for some reason that error is thrown.
However it doesn't cause anything else (no CTDs or anything).
As far as I'm aware the plugin belongs to the Discord Social SDK, so the error is not created by C:S2 and instead by their plugin and just logged in the general C:S2 log. -->
https://discord.com/developers/docs/discord-social-sdk/development-guides/debugging-logging
Here is some documentation about how it is implemented:
Integrate your service with Discord — whether it's a bot or a game or whatever your wildest imagination can come up with.
discord.com
Here is how it looks in my case on my Discord profile:
Some additional example code is also found here:
The documentation they provide links to this example repository. Well, I wrote this code: using System.Collections; using System.Collections.Generic; using UnityEngine; public class DiscordControl...
stackoverflow.com
So: [Discord] [WARN] Could not initialize Discord Discord.ResultException: InternalError
[Discord] = the class or object used by C:S2 to call the Discord Unity plugin
[WARN] = warning level debugging entry, NOT error
"Could not initialize Discord" = custom text added by CO for debugging
Discord.ResultException: InternalError = result of trying to start the Discord plugin from within the Discord object.
The internal error in this case means the plugin itself somehow crashes whenever it cannot establish a connection to the Discord client. Could be resolved more elegant by checking in advance if the discord process is running instead of just trying to establish a connection straight away or by trying to catch that exception but as said also doesn't matter much.