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1.2 RC5 isn't finding any localizations for me on my work computer, with mod placed in the Documents tree or in the Steam tree. This includes vanilla localizations used in the mod.
 
1.2 RC5 isn't finding any localizations for me on my work computer, with mod placed in the Documents tree or in the Steam tree. This includes vanilla localizations used in the mod.
I'm guessing it is checking some directory in the My Documents folder rather than the game folder.
 
This is promising:
Beginning initialization...

ec) EXCEPTION CONTEXT

ERROR
Audax.Validator.ItemNotFoundInScopeException: Item " %Name" was not found in this scope.
at Audax.Validator.Scope.Resolve[T](String name)
at Audax.Validator.GameValidator..ctor(CFilePath path, Boolean gamePathSet)
at Audax.Validator.ValidationManager.ParseGameFiles()
Since there were problems with initial loading, validation cannot continue.

The log:

StatusLog > Beginning initialization...
StatusLog >
StatusLog > ec) EXCEPTION CONTEXT
StatusLog >
StatusLog >
StatusLog >
StatusLog > ERROR
StatusLog > Audax.Validator.ItemNotFoundInScopeException: Item " %Name" was not found in this scope.
StatusLog > at Audax.Validator.Scope.Resolve[T](String name)
StatusLog > at Audax.Validator.GameValidator..ctor(CFilePath path, Boolean gamePathSet)
StatusLog > at Audax.Validator.ValidationManager.ParseGameFiles()
StatusLog > Since there were problems with initial loading, validation cannot continue.

A FATAL ERROR HAS OCCURRED
Time: 31.10.2012 14:29:25
Validator Version: 1.2 RC5 [1.2.4.0]
System.Diagnostics.Contracts.__ContractsRuntime+ContractException: Precondition failed: value != null
at System.Diagnostics.Contracts.__ContractsRuntime.TriggerFailure(ContractFailureKind kind, String msg, String userMessage, String conditionTxt, Exception inner)
at System.Diagnostics.Contracts.__ContractsRuntime.ReportFailure(ContractFailureKind kind, String msg, String conditionTxt, Exception inner)
at System.Diagnostics.Contracts.__ContractsRuntime.Requires(Boolean condition, String msg, String conditionTxt)
at Audax.Validator.Saver.set_ModName(String value)
at Audax.Validator.ValidationManager.Close()
at Audax.Validator.MainWindow.Window_Closing(Object sender, CancelEventArgs e)
at System.Windows.Window.WmClose()
at System.Windows.Window.WindowFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.PublicHooksFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
 
It's running (after a clean install) but seems to be ignoring all Vanilla localisations.
 
It's running (after a clean install) but seems to be ignoring all Vanilla localisations.

This is only when you run it with a mod, right?

EDIT: I can't quite seem to duplicate. Do you have a mod that has the issue that I can look at?

And there's no replace_path for localization, right?
 
Last edited:
This is promising:
Beginning initialization...

ec) EXCEPTION CONTEXT

ERROR
Audax.Validator.ItemNotFoundInScopeException: Item " %Name" was not found in this scope.
at Audax.Validator.Scope.Resolve[T](String name)
at Audax.Validator.GameValidator..ctor(CFilePath path, Boolean gamePathSet)
at Audax.Validator.ValidationManager.ParseGameFiles()
Since there were problems with initial loading, validation cannot continue.

The log:

StatusLog > Beginning initialization...
StatusLog >
StatusLog > ec) EXCEPTION CONTEXT
StatusLog >
StatusLog >
StatusLog >
StatusLog > ERROR
StatusLog > Audax.Validator.ItemNotFoundInScopeException: Item " %Name" was not found in this scope.
StatusLog > at Audax.Validator.Scope.Resolve[T](String name)
StatusLog > at Audax.Validator.GameValidator..ctor(CFilePath path, Boolean gamePathSet)
StatusLog > at Audax.Validator.ValidationManager.ParseGameFiles()
StatusLog > Since there were problems with initial loading, validation cannot continue.

A FATAL ERROR HAS OCCURRED
Time: 31.10.2012 14:29:25
Validator Version: 1.2 RC5 [1.2.4.0]
System.Diagnostics.Contracts.__ContractsRuntime+ContractException: Precondition failed: value != null
at System.Diagnostics.Contracts.__ContractsRuntime.TriggerFailure(ContractFailureKind kind, String msg, String userMessage, String conditionTxt, Exception inner)
at System.Diagnostics.Contracts.__ContractsRuntime.ReportFailure(ContractFailureKind kind, String msg, String conditionTxt, Exception inner)
at System.Diagnostics.Contracts.__ContractsRuntime.Requires(Boolean condition, String msg, String conditionTxt)
at Audax.Validator.Saver.set_ModName(String value)
at Audax.Validator.ValidationManager.Close()
at Audax.Validator.MainWindow.Window_Closing(Object sender, CancelEventArgs e)
at System.Windows.Window.WmClose()
at System.Windows.Window.WindowFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.PublicHooksFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)

Did you try with a clean install?
 
Did you try with a clean install?
Seems to've fixed it. First time I've had to do a clean install though.

Now I'm getting this issuse:
--- Error 1 of 2 ---
At <mod>\history\characters\PB.txt [9999999\1066.1.1\effect\narrative_event] (Line 13, Column 14):
Expected format: narrative_event '= <string>'
--- Error 2 of 2 ---
At <mod>\history\characters\PB.txt [9999999\1066.1.1\effect\narrative_event] (Line 13, Column 14):
Invalid event ID.

That works fine in the game, but it is stopping the Validator in its tracks.
 
This is only when you run it with a mod, right?

EDIT: I can't quite seem to duplicate. Do you have a mod that has the issue that I can look at?

And there's no replace_path for localization, right?

Seems to only be happening with my test build of Lux Invicta which I transferred to my work computer from a USB flash drive, not with the latest release build of Lux. The only replace_path I was (trying) to use was "history", not "localisation", but it happens even with the replace path line commented out.
 
Seems to've fixed it. First time I've had to do a clean install though.

Now I'm getting this issuse:
--- Error 1 of 2 ---
At <mod>\history\characters\PB.txt [9999999\1066.1.1\effect\narrative_event] (Line 13, Column 14):
Expected format: narrative_event '= <string>'
--- Error 2 of 2 ---
At <mod>\history\characters\PB.txt [9999999\1066.1.1\effect\narrative_event] (Line 13, Column 14):
Invalid event ID.

That works fine in the game, but it is stopping the Validator in its tracks.

Oops, it was an issue for checking for calls from the character history. Fixed (and should release soon, but if you want it now, open Extension\Data\Ck2\Calls\_Main.pdox and after line 72, insert

SearchMethod = 2

(A clean install definitely wouldn't be common to need, not sure why it was now but it should be rare you can't just overwrite it)
 
Oops, it was an issue for checking for calls from the character history. Fixed (and should release soon, but if you want it now, open Extension\Data\Ck2\Calls\_Main.pdox and after line 72, insert

SearchMethod = 2

(A clean install definitely wouldn't be common to need, not sure why it was now but it should be rare you can't just overwrite it)
Thanks, seems to work now.

What's showing up now is several thousand error messages though, mainly complaining about characters being married at a younger age than 16. This is entirely historical, and I hope there's a way to at least supress those messages. Same applies to "seems too young to be a parent"
Another issue is that it is reporting duplicates with localisation files that the mod doesn't contain. The mod having a duplicate of a vanilla localisation string is not an issue, and is very much intended, as it means one does not have to copy the entire text1.csv into the mod. Edit: nevermind, this issue was due to having it set to "show all errors" due to the clean install wiping my settings.

Also: "The parent, ID 72171, is not alive on 1171.1.1, when this character was born."
In the case of the father, he doesn't really need to be alive at birth, just 9 months prior. Could you change it so that applies? There are plenty of people who've become fathers after their own death.
 
Last edited:
Thanks, seems to work now.

What's showing up now is several thousand error messages though, mainly complaining about characters being married at a younger age than 16. This is entirely historical, and I hope there's a way to at least supress those messages. Same applies to "seems too young to be a parent"
Another issue is that it is reporting duplicates with localisation files that the mod doesn't contain. The mod having a duplicate of a vanilla localisation string is not an issue, and is very much intended, as it means one does not have to copy the entire text1.csv into the mod. Edit: nevermind, this issue was due to having it set to "show all errors" due to the clean install wiping my settings.

Also: "The parent, ID 72171, is not alive on 1171.1.1, when this character was born."
In the case of the father, he doesn't really need to be alive at birth, just 9 months prior. Could you change it so that applies? There are plenty of people who've become fathers after their own death.

The settings file has been augmented with a bunch of new options, which deal with most of your character issues. The one regarding fathers after death, I will add that as an option.
 
The settings file has been augmented with a bunch of new options, which deal with most of your character issues. The one regarding fathers after death, I will add that as an option.
I think it should probably be a default, as to my knowledge the game lets children be born in-game after the father's death if pregnancy occurs before his death.
 
What it won't do is allow a posthumous child to become heir of its parent (though there are a few instances in history of coronations of heirs presumptive being put on hold until a posthumous child was born.)
 
Well, I can't seem to get the settings file to work. It is in my CKII folder, and it is named ValidatorSettings.txt, and I've set most of the minimum ages to 0. Yet I'm still getting errors.
 
Well, I can't seem to get the settings file to work. It is in my CKII folder, and it is named ValidatorSettings.txt, and I've set most of the minimum ages to 0. Yet I'm still getting errors.

Hmm do the other settings do anything? If so, then I'll have to look into things.
 
Hmm do the other settings do anything? If so, then I'll have to look into things.
The one to disable errors for empty provinces seems to be working.
The age things should look like this, right? (With values changed):

# Sets the minimum age of marriage
(SetVar CharacterHistory.MinAgeOfMarriage) = 0
# Sets the minimum age of being a parent
(SetVar CharacterHistory.MinAgeOfParent) = 0
# Sets the minimum age of being a guardian
(SetVar CharacterHistory.MinAgeOfGuardian) = 16
# Sets the maximum age of someone needing a guardian
(SetVar CharacterHistory.MaxAgeNeedingGuardian) = 15
# Sets the maximum age of someone
(SetVar CharacterHistory.MaxAge) = 115