Here is some support for v1.10. Please report any issues; there were some new things I didn't add because I wasn't sure if they were correct or not, so if they are correct please report them here so they can be fixed.
http://www.mediafire.com/download/rym9cmohor039bd/Audax.Validator_v1.3_RC12_pre2.rar
Right, false positives time then:
At <mod>\common\buildings\00_CastleCulture.txt [castle\ca_culture_scottish_0\trigger\TECH_CASTLE_CONSTRUCTION] (Line 2171, Column 15):
"0" is not a valid PInt.
0 is definitely a valid tech level now, and is used to determine starting buildings.
At <mod>\common\cb_types\Old Gods.txt [pagan_county_conquest] (Line 1037, Column 1):
Invalid node "prestige_cost" in scope CbTypeDef (value is: 100)
prestige_cost and piety_cost are valid arguments in a CB's definition now.
At <mod>\decisions\succession_laws.txt [succession_laws\succ_gavelkind\potential] (Line 11, Column 3):
Invalid node "rebel" in scope DecisionTrigger (value is: no)
"rebel = no/yes" is apparently a valid thing to check for now. Presumably it returns true for characters that are part of liberation rebellions and similar.
At <mod>\events\misc_old_gods_events.txt [character_event[9]\option\k_germany] (Line 1037, Column 3):
Invalid node "adjective" in scope TitleCommand (value is: )
Adjective is a valid thing now. You could for example change the adjective for a title from "Norse" to "Norwegian". It can also be blank, which will reset it to whatever is defined in localisation.
At <mod>\events\misc_old_gods_events.txt [character_event[6]\option[3]\capital_scope\ROOT\spawn_fleet] (Line 730, Column 5):
Invalid node "cannot_inherit" in scope <anon> (value is: yes)
cannot_inherit is a valid thing to put in a spawn_fleet or spawn_army scope. It disbands the army/fleet upon the ruler's death.
At <mod>\events\misc_old_gods_events.txt [narrative_event[1]\option\hidden_tooltip[2]] (Line 812, Column 3):
Invalid node "any_realm_province" in scope CharCommand (value is: <a complex type>)
I think this false positive might be showing up due to it being a narrative event?
At <mod>\events\PB_historical.txt [character_event[7]\option[1]\spawn_unit] (Line 1067, Column 3):
Invalid node "disband_on_peace" in scope <anon> (value is: yes)
Same as cannot_inherit, except disbands when the ruler is at peace rather than dead.
At <mod>\history\provinces\290 - Uppland.txt [960.1.1\b_birka] (Line 28, Column 2):
"0" is not a valid Building or ImprovementValue.
Seems you can destroy holdings now by going <holding> = 0
At <mod>\common\religions\pagan.txt [pagan_group\west_african_pagan\color] (Line 484, Column 3):
<a complex type> is not a valid FloatColor.
You can use RGB values ranging from 0 to 255 as well now in addition to 0 to 1.
At <mod>\history\titles\k_leon.txt [924.1.1] (Line 1, Column 1):
Invalid node "effect" in scope DateClause (value is: <a complex type>)
The "effect" scope is now valid in title history.
At <mod>\common\landed_titles\e_spain.txt [e_spain\k_leon\allow\FROM] (Line 25, Column 4):
Invalid node "any_previous_holder" in scope CharTrigger (value is: <a complex type>)
That's now a valid scope from a title.
At <mod>\common\traits\00_traits.txt [chaste] (Line 920, Column 1):
Invalid node "christian_church_opinion" in scope Trait (value is: 10)
That's now a valid opinion modifier. I don't believe they can be named dynamically based on religion, though I have not tested.
At <mod>\common\traits\02_traits.txt [viking] (Line 190, Column 1):
Invalid node "religious" in scope Trait (value is: yes)
That's now a valid trait argument. It removes the trait when the character's religion changes.