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The Validator crashes due to you not having a "path" field. Instead you seem to be specifying an archive. I don't know exactly how archive works, though it seems to imply the mod is zipped. If so, then the Validator doesn't handle zipped files and you'd have to extract it to use the Validator.
Perhaps improve the error message?
It stopped crashing once I changed it to Path, but Archive works as well even if you're specifying a folder rather than a zip-file.
 
The Validator is expecting to find localisation for the mercenary modifiers in static_modifiers, even though that is not necessary.
Oh, and is there any way to ignore the "The 'AND = { }' wrapper is unnecessary, since we are already within an 'and' clause." alerts?

The new triggers in 1.06 don't seem to be checked yet.
 
Another issue: The has_claim trigger doesn't seem to be recognized:
Invalid node "has_claim" in scope CharTrigger (value is: PREV)

PREV is referring to is_valid_title.

is_republic = yes isn't recognized as valid from title-scope. is_feudal and _theocracy seem to be recognized though.

[GetID] isn't recognized in localisation. (Line is invade the §Y$TITLE$§!. If successful, we will demand tribute.;;;;;;;;;;;;;x
CHARACTER_TOOLTIP_DELAYED;[GetStatusInfo]\nID: §Y[GetID]§!\nDynasty: §Y[GetOnlyDynastyName]§!\nReligion: §Y[Religion.GetName]§!\nCulture: §Y[Culture.GetName]\n;;;;;;;;;;;;;x)

The validator should ignore empty province history files. They don't do anything, but are useful if you need to remove the effects of vanilla files.
 
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"(Presumably it checks for either weak or strong?)" Yeah.

"Could you explain name_tier? Also for the missing localization, do they actually exist in the file?"
Name tier means a title appears as a different tier than it is. For example, if you've got e_scandinavia and set name_tier = king, it'll appear as Kingdom of Scandinavia, and its holder will be King Whatever, not Emperor Whatever.
The localization is in there, and shows up fine in-game.
 
Got it. Hmm, as for localization, what localization is actually required? Currently for all titles, the Validator wants the title name in localization (e.g "c_desmond"), and also for all titles except baronies, the Validator wants the title name + "_adj" in localization (e.g. "c_desmond_adj"). Does this sound correct?
Most counties don't have adj AFAIK.
I'd recommend all localization, regardless of tier, and _adj for duchies and above.
 
Hmm okay. In the meantime, are there examples in vanilla where the Validator complains about missing localization that actually exists?
For me it complains that every title localization (except baronies) is missing.
 
Hmm, what's one of the ones it complains (and does it complain even in vanilla)? I'll take a look at it.
It complains in vanilla, yes:
--- Error 1 of 1 ---
At common\landed_titles\landed_titles.txt [e_britannia\k_ireland\d_munster\c_desmond] (Line 23431, Column 4):
The string c_desmond was not found in localization.
 
In the vanilla localization I see a c_desmond_adj, but not c_desmond. So is c_desmond unnecessary to be checked? I'm slightly confused.
Ah, when it comes to counties, they're typically named by province ID rather than the actual title name. You should check province history to see what ID is defined as c_desmond, then see if either c_desmond or PROV14 (in this case) are in localization.
 
num_of_realm_counties is a valid trigger within character scope.

Currently you get a huge number of error messages if a single entry is out of place within a title history file. Could it be reduced to one per file?

It'd be nice if the Validator would remember "Show Mod Errors" between sessions.
It'd be nice if the Validator would remember its size and position between sessions. I don't like it starting maximized on my primary monitor.

Mercenary modifiers don't need localization, but the Validator gives an error message if it is lacking.
 
I don't want it to mention specifically duplicate localisation errors in general for the reason you stated yes, since Wiz for example has implemented a portion of my mod so it throws duplication errors for those specifically (an Error Code for me to toggle it would work too, as I'd imagine others might be interested in that scenario still).

Don't know if you missed my other suggestion, but the ability to tell the Validator to ignore a file in general would also be nice (again in the case of my mod, I completely replace Wiz's landed_titles.txt with my own which is simply a very minor modified version of his. This of course can throw errors I don't really care about, as they have nothing to do with my own mod.) I could also think of other uses for this like skipping files you know you don't need to scan anymore because you didn't change them this patch etc.
Bit of a side-note, but: Due to the new landed_titles system, surely you can simply make a separate file of your own rather than overwrite the entire landed_titles?
 
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
Of course, but it is probably an issue most Chrome users will encounter, which is a rather large part of the internet :p
 
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.

I'm pretty sure any_realm_province doesn't work in commands. At least I remember having issues with it.
 
The reverse_cutlure is a command setting the culture of the char/province to whatever PREVPREV or ROOT is? In that case it seems strange to have two of the commands. But maybe I misunderstand.
No, it sets whatever target is specified to the current scope's culture. So PREVPREV and ROOT will mean two different provinces/characters change culture.
 
Beginning validation...

ec) EXCEPTION CONTEXT

ERROR
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Crusader Kings II\common\objectives\'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
at System.IO.Directory.InternalGetFiles(String path, String searchPattern, SearchOption searchOption)
at Audax.Clausewitz.IO.C2.Clausewitz2ModPathResolver.GetFilesInternal(DirectoryPath path, String searchPattern, SearchOption searchOption)
at Audax.Clausewitz.IO.C2.Clausewitz2ModPathResolver.GetFiles(DirectoryPath path, String searchPattern, SearchOption searchOption)
at Audax.Clausewitz.IO.CDirectoryPath.GetFiles(String searchPattern, SearchOption searchOption)
at Audax.Clausewitz.IO.CDirectory.GetFiles(CDirectoryPath path, String searchPattern, SearchOption searchOption)
at Audax.Clausewitz.IO.CDirectory.GetFiles(CDirectoryPath path, String searchPattern)
at Audax.Validator.Clausewitz.Ck2.PlotFactory.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)

Looks to me like you're looking for an objectives folder, while the game has none.