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That particular sound is defined in /interface/sound.gfx:
Code:
china_grace_spend =
{
    file = "grace_send.wav"
    volume = 50
    on_demand = yes
}
That wav file is indeed in /sound, altho notice it's 'send', not 'spend'.


Hmm I guess you mean sound.sfx. Right now the validator is listing the files in /sound and cutting off ".wav", should it actually just consult this file for all the sounds instead?
 
Hmm I guess you mean sound.sfx. Right now the validator is listing the files in /sound and cutting off ".wav", should it actually just consult this file for all the sounds instead?
Oops, yes, sound.sfx.

On many sounds, just chopping off the extension of the file works, but many also don't. Presumably they all are actually defined keys in that file. The sound_effect command in the wiki says it works that way. I don't see any other *.sfx files, and the wiki says only that exact named file is read. I'm pretty sure a few mods add sounds that way.
 
I'd like to request a setting to suppress errors related to ai_will_revoke and revoke_allowed being present in decisions and laws.

Having to remove them from vanilla code when I need to do an override is tedious and just makes merging updates from vanilla more irritating.
 
Also, add_to_extra_holding isn't recognized by validator, but it's valid.

Excerpt from the Changelog for 2.6.0.7

Code:
- Can now add and destroying buildings in extra holdings (trade posts, forts & hospitals) with the following effects:
  add_to_extra_holding = {
    type = hospital
    building = leper_colony_1
  }

It's not used anywhere in the vanilla files though.

Titles (d_knights_templar) can be used as nodes in a trigger_switch. Example,

Code:
trigger_switch = {
  on_trigger = title
  d_knights_templar = { ... }
  d_bektashi = { ... }
}
 
Last edited:
I'd like to request a setting to suppress errors related to ai_will_revoke and revoke_allowed being present in decisions and laws.

Having to remove them from vanilla code when I need to do an override is tedious and just makes merging updates from vanilla more irritating.
As it's easy to get rid of with find-replace, perhaps Paradox could be lobbied to remove them in the first place.

P
Also, add_to_extra_holding isn't recognized by validator, but it's valid.

Excerpt from the Changelog for 2.6.0.7

Code:
- Can now add and destroying buildings in extra holdings (trade posts, forts & hospitals) with the following effects:
add_to_extra_holding = {
type = hospital
building = leper_colony_1
}
It's not used anywhere in the vanilla files though.
lease post the error you get, the Validator supposedly supports this already.
 
Code:
--- Error 1 of 1 ---
At <mod>\events\ipc_events.txt [character_event\trigger\FROM\leader] (Line 814, column 15):
Invalid node "leader" in scope SocietyTrigger (value is: <a complex type>)
Code:
--- Error 1 of 1 ---
At <mod>\events\ipc_events.txt [character_event\immediate\FROM\leader] (Line 820, column 4):
Invalid node "leader" in scope SocietyCommand (value is: <a complex type>)

Leader scopes directly to a society's leader, it works but the validator keeps throwing errors.


This is an example from a vanilla event for hermetics to join the society.
Code:
character_event = {
    id = MNM.100
    hide_window = yes
    is_triggered_only = yes
    trigger = {
        FROM = { leader = { society_member_of = hermetics } }
    }
    immediate = {
        if = { #Find a non-prisoner member
            limit = { FROM = { leader = { prisoner = yes } } }
            FROM = {
                random_society_member = {
                    limit = {
                        society_member_of = hermetics
                        society_rank == 4
                        prisoner = no
                    }
                    character_event = { id = MNM.101 }
                    break = yes
                }
                random_society_member = {
                    limit = {
                        society_member_of = hermetics
                        society_rank == 3
                        prisoner = no
                    }
                    character_event = { id = MNM.101 }
                    break = yes
                }
                random_society_member = {
                    limit = {
                        society_member_of = hermetics
                        society_rank == 2
                        prisoner = no
                    }
                    character_event = { id = MNM.101 }
                    break = yes
                }
                random_society_member = {
                    limit = {
                        society_member_of = hermetics
                        society_rank == 1
                        prisoner = no
                    }
                    character_event = { id = MNM.101 }
                    break = yes
                }
            }
            #Everyone is somehow in prison so just use teh leader anyway
        }
        FROM = { leader = { character_event = { id = MNM.101 } } }
    }
}
 
I don't know if this is the place for this (feel free to remove it if that's the case) but I ran the validator and it said that the approximate location is line -1, column -1. What does this mean?
 
I don't know if this is the place for this (feel free to remove it if that's the case) but I ran the validator and it said that the approximate location is line -1, column -1. What does this mean?
Validator isn't sure what the actual location of the issue is.
 
I need some help... I have more than a couple of mods installed, and while I believe that there are some errors, I find it hard to believe that the game files are this messed up.

There were two parse errors that were easy enough to fix; one was a missing = and the other was a missing }. After that, I re-ran the validator, and I am still getting thousands of issues. I was wondering if someone with more experience with modding and the validator could help me suss out if any of these are actual issues or if there is an underlying root cause of them all.

Thank you, in advance, to anyone who helps me tackle this mountain.
 

Attachments

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I need some help... I have more than a couple of mods installed, and while I believe that there are some errors, I find it hard to believe that the game files are this messed up.

There were two parse errors that were easy enough to fix; one was a missing = and the other was a missing }. After that, I re-ran the validator, and I am still getting thousands of issues. I was wondering if someone with more experience with modding and the validator could help me suss out if any of these are actual issues or if there is an underlying root cause of them all.

Thank you, in advance, to anyone who helps me tackle this mountain.
I believe those are vanilla errors. You can turn off the reporting of vanilla errors, so you'll only see your own errors. :)
 
The validator doesn't seem to be parsing sound file names correctly. E.g. it's detecting china_angered_emperor as correct sound, even though the file is named chinese_emperor_angered.
 
The validator doesn't seem to be parsing sound file names correctly. E.g. it's detecting china_angered_emperor as correct sound, even though the file is named chinese_emperor_angered.
It is looking at interface\sound.sfx for names. I believe the sfx file itself is not validated.
 
It is looking at interface\sound.sfx for names. I believe the sfx file itself is not validated.

Which is the correct behavior! Sound effect names (as defined in sounds.sfx) being the same as the sound file (mostly) is a convention not a rule.
 
Code:
--- Error 1 of 1 ---
At <mod>\events\achievement_events.txt [character_event\trigger\has_alternate_start_setting] (Line 21017, column 3):
Invalid node "has_alternate_start_setting" in scope CharTrigger (value is: <a complex type>)
New complex trigger, syntax is:
Code:
has_alternate_start_setting = { setting = x option = y }
where valid settings and options are read from common/alternate_start, which has a documentation file explaining the feature.
Code:
--- Error 1 of 3 ---
At <mod>\events\achievement_events.txt [character_event\trigger\is_random_world] (Line 21010, column 3):
Invalid node "is_random_world" in scope CharTrigger (value is: yes)
--- Error 2 of 3 ---
At <mod>\events\achievement_events.txt [character_event\trigger\is_alternate_start] (Line 20588, column 3):
Invalid node "is_alternate_start" in scope CharTrigger (value is: yes)
--- Error 3 of 3 ---
At <mod>\events\achievement_events.txt [character_event\trigger\is_shattered_world] (Line 20350, column 3):
Invalid node "is_shattered_world" in scope CharTrigger (value is: yes)
New triggers, each takes a boolean on the RHS
Code:
--- Error 1 of 1 ---
At <mod>\events\achievement_events.txt [character_event\has_dlc] (Line 20467, column 2):
"Holy Fury" is not a valid Dlc.
New DLC
Code:
--- Error 1 of 1 ---
At <mod>\events\achievement_events.txt [character_event\trigger\any_owned_bloodline] (Line 19488, column 3):
Invalid node "any_owned_bloodline" in scope CharTrigger (value is: <a complex type>)
New scope of type bloodline. Examples from vanilla:
Code:
       any_owned_bloodline = {
           count = 5
           has_bloodline_flag = historical_bloodline
       }
       any_owned_bloodline = {
           has_bloodline_flag = saintly_bloodline
           founder = {
               trait = i_used_to_be_a_player
           }
       }
Code:
--- Error 1 of 1 ---
At <mod>\events\achievement_events.txt [character_event\trigger\any_kill_list_character] (Line 17800, column 3):
Invalid node "any_kill_list_character" in scope CharTrigger (value is: <a complex type>)
New character scope
Code:
--- Error 1 of 3 ---
At <mod>\events\achievement_events.txt [character_event\trigger\NOR\has_religion_feature] (Line 296, column 4):
Invalid node "has_religion_feature" in scope CharTrigger (value is: religion_matriarchal)
--- Error 2 of 3 ---
At <mod>\events\achievement_events.txt [character_event\trigger\NOR\has_religion_feature] (Line 297, column 4):
Invalid node "has_religion_feature" in scope CharTrigger (value is: religion_equal)
--- Error 3 of 3 ---
At <mod>\events\achievement_events.txt [unit_event\trigger\FROM\OR\has_religion_feature] (Line 27, column 5):
Invalid node "has_religion_feature" in scope CharTrigger (value is: religion_seafaring)
New trigger. Values are from common/religion_features
 
Code:
--- Error 1 of 1 ---
Parse Failure
Path: <mod>\common\landed_titles\landed_titles.txt
Approximate location: Line 1, column 11
Error: Token "=" at line 1, column 11 is part of a list and thus must be a literal.
I'm confused what this is suppose to mean. There are no changes from the unmodified landed_titles in that area.