--- Error 1 of 1 ---
At <mod>\events\province_prosperity_events.txt [province_event[8]\mean_time_to_happen\modifier[9]\owner] (800, 4):
Invalid node "realm_learning" in scope CharTrigger (value is: 40)
False positive:
realm_learning is tested as working (all the realm_stat checks do).
BTW, you might want to update the OP. It says that the Validator only checks dynasty, history and localisation but it checks a lot more than that now.
I would like to try your tool, but every version that I download Norton Anti-Virus goes nuts and auto-deletes every dll in the download. I think that it is because it is new files, but I thought that I would report it.
Thanks, but I suspect it's just Norton being silly. Is there no way to disable it when you first download it? I promise that there are no viruses on it![]()
Same here. What I have to do is turn off "auto-protect" and SONAR for the time it takes to install the Validator...I'll try to make an exception, but it's pretty tight against strange dlls. I'll let you know how it turns out.
--- Error 1 of 1 ---
At <mod>\decisions\loan_decisions.txt [decisions\ai_take_loan\allow] (Line 103, Column 3):
Invalid node "monthly_income" in scope DecisionTrigger (value is: 1)
--- Error 1 of 1 ---
At <mod>\events\province_prosperity_events.txt [province_event[5]\trigger\OR\owner\ROOT] (Line 449, Column 5):
Invalid node "controller" in scope ProvTrigger (value is: <a complex type>)
--- Error 1 of 1 ---
At <mod>\common\technology.txt [TECH_GROUP_MILITARY\TECH_CASTLES\5\modifier] (Line 232, Column 4):
Invalid node "SUPPLY_LIMIT" in scope JunkModifiers (value is: 10)
It's false positives time again (the best time).
monthly_income tested as working fine.
controller tested as working fine (targets controller of capital barony).
Tested as working fine, you appear to be able to put any province effects in tech.
As of 1.05f, can_grant_invasion_cb = invasion is confirmed to be correct.
The validator seems like an excellent tool. I'm new to Paradox games and modding so it'll be very handy for me. Do you have any plans to open-source it when you reach version 1.0 proper?
I know a bit of C# and I'm interested in making some modding tools related to savegames etc.
Forgive me if it's considered bad etiquette to make such requests - as mentioned, I'm new to Paradox and modding! I'd simply prefer not to reinvent the wheel in terms of parsing the data, which your validator is clearly already doing. Big kudos to you for having got this far!
Any chance the Validator could add a feature to list any lines in localisation files or flag files that are not referenced within CK2 and its mod? This could assist in removing unused code and decrease the size of localisation files and any load on the game. Not to mention make files clean and remove unnecessary gfx.
For flags, Validator could do a reverse of what I assume it does to verify if those flags are missing. It looks at titles listed in landed_titles.txt and can denote any flags missing, so why not do the reverse and look at what gfx are in the flag folder and output a list of any they are not in the landed_titles.txt?It would be nice, yes. The question is, what graphics files are actually used? I'm not sure how to come up with the list. Same with localization, which has a lot of hardcoded strings. This does seem like it would be useful for people, but at this point I'm not sure how it would be implemented. Maybe you have some ideas?