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Thanks for the updates :)

Any chance you can silence this error? It's really annoying, as this part of the scripting code is case-insensitive anyway and I use IF so it stands out more.
--- Error 1 of 1 ---
At <mod>\events\tournament_duel_events.txt [character_event[9]\option\IF[2]] (Line 471, Column 3):
No direct match found for IF (is the casing correct?). However, other possible matches in scope CharCommand were found.
Left: ["if"] Right: [CharIfClause]

Another error I get is this one:
--- Error 1 of 1 ---
At <mod>\events\culture_conversion_events.txt [character_event[6]\mean_time_to_happen\modifier[13]\primary_title\ROOT\capital_scope\culture] (Line 882, Column 7):
No direct match found for culture. However, other possible matches in scope ProvTrigger were found.
Left: ["culture"] Right: [Culture]
Left: ["culture"] Right: [ThisChar, ThisProv, or OpinionClauseDefinedTypes]
Again, case insensitive.
 
Thanks for the updates :)

Any chance you can silence this error? It's really annoying, as this part of the scripting code is case-insensitive anyway and I use IF so it stands out more.


Another error I get is this one:

Again, case insensitive.

Changed for "if". The culture issue is not a casing issue; i suspect it's that you have something like "culture = PREVPREV", where the PREVPREV (or whatever it is) refers to a title scope, which the Validator does not like. I don't know if it can successfully refer to title scopes or not.
 
ok and what is "sea_starts"?
i was creating provices by this tutorial http://forum.paradoxplaza.com/forum/showthread.php?585952-TUTORIAL-Creating-new-provinces-counties
but none of them is not working
image of game: http://i49.tinypic.com/2199q3n.jpg

sea_starts is in map\default.map. It should be the number of your first sea province, all land provinces must be before that.

If you are adding land provinces to the default map, you must move up existing sea provinces.
 
Some false positives:
--- Error 1 of 1 ---
At <mod>\decisions\holy_war_decisions.txt [decisions\fourth_crusade\effect\496\kingdom\ROOT\war\target] (Line 517, Column 8):
"PREVPREV" is not a valid AnyTitle or ThisChar.
Code:
Code:
			496 = { 
				kingdom = {
					ROOT = {
						war = {
							casus_belli = crusade
							target = PREVPREV 
							thirdparty_title = PREV
						}
					}
				}
			}
This works (PREV = ROOT, PREVPREV is 496' kingdom) so should not throw an error.
---
--- Error 1 of 1 ---
At <mod>\events\mymod.txt [character_event[9]\option\if[2]\d_northumberland\holder_scope\set_defacto_liege] (Line 880, Column 42):
"k_england" is not a valid ThisChar.
Code:
if = {
			limit = { d_northumberland = { independent = yes } }
			d_northumberland = { holder_scope = { set_defacto_liege = k_england } }
		}
--- Error 1 of 1 ---
At <mod>\events\mymod.txt [character_event[5]\option\if[1]\k_england\gain_title] (Line 330, Column 18):
"c_cornwall" is not a valid ThisChar.
Code:
		if = {
			limit = { has_landed_title = c_cornwall }
			k_england = { gain_title = c_cornwall }
		}

These work in-game, and if I click the i button in validator it disappears from the list, so I don't think there's an error.
---
--- Error 1 of 1 ---
At <mod>\events\republic_trade_events.txt [character_event[72]\option\hidden_tooltip\random_list\5\FROM\create_character\culture] (Line 3491, Column 8):
"random" is not a valid Culture, ThisChar, ThisProv, or ThisTitle.
culture = random for create_character and similar commands was added in 1.09
---
--- Error 1 of 1 ---
At <mod>\common\opinion_modifiers\00_opinion_modifiers.txt [opinion_traitor] (Line 474, Column 1):
Invalid node "execute_reason" in scope OpinionModifierDef (value is: yes)
execute_reason is valid just like prison_reason/revoke_reason/banish_reason is.

---

In general, can you set it to accept 0 or NONE for any case where it would expect something?
0/NONE works nicely to clear some things like give_nickname = 0, or a check for lowborn like dynasty = NONE etc..
 
Last edited:
Some more false positives:
trade_post_owner and has_trade_post are both valid from title scopes (though they'll only ever return true if the title is a county)
supported_claimant_title is a valid scope to enter from character scope
 
Some false positives:

Code:
Code:
			496 = { 
				kingdom = {
					ROOT = {
						war = {
							casus_belli = crusade
							target = PREVPREV 
							thirdparty_title = PREV
						}
					}
				}
			}
This works (PREV = ROOT, PREVPREV is 496' kingdom) so should not throw an error.
---

Code:
if = {
			limit = { d_northumberland = { independent = yes } }
			d_northumberland = { holder_scope = { set_defacto_liege = k_england } }
		}

Code:
		if = {
			limit = { has_landed_title = c_cornwall }
			k_england = { gain_title = c_cornwall }
		}

These work in-game, and if I click the i button in validator it disappears from the list, so I don't think there's an error.
---

culture = random for create_character and similar commands was added in 1.09
---

execute_reason is valid just like prison_reason/revoke_reason/banish_reason is.

---

In general, can you set it to accept 0 or NONE for any case where it would expect something?
0/NONE works nicely to clear some things like give_nickname = 0, or a check for lowborn like dynasty = NONE etc..

Fixed, except for 0/NONE; which I need some more details about. Such as, 0 and NONE are interchangable? Also I'd need a list of where it can be used, so I guess lists of Validator errors.

Some more false positives:
trade_post_owner and has_trade_post are both valid from title scopes (though they'll only ever return true if the title is a county)
supported_claimant_title is a valid scope to enter from character scope

Fixed.
 
Fixed, except for 0/NONE; which I need some more details about. Such as, 0 and NONE are interchangable? Also I'd need a list of where it can be used, so I guess lists of Validator errors.
Thanks for adding them all.

Yeah 0/NONE are interchangable. I'll get the output of the Validator next time I run it and will post it here. Does it help if I also post the code the error is thrown for to the bug reports, or do you not need that?
 
Thanks for adding them all.

Yeah 0/NONE are interchangable. I'll get the output of the Validator next time I run it and will post it here. Does it help if I also post the code the error is thrown for to the bug reports, or do you not need that?

Depending on the error, it could certainly be helpful, but I don't think it's needed for 0/NONE related errors.
 
False positive:

--- Error 1 of 6 ---
At <mod>\common\disease.txt [syphilis\timeperiod\end_date] (Line 151, Column 3):
"9999.1.1" is not a valid Date.
--- Error 2 of 6 ---
At <mod>\common\disease.txt [small_pox\timeperiod\end_date] (Line 127, Column 3):
"9999.1.1" is not a valid Date.
--- Error 3 of 6 ---
At <mod>\common\disease.txt [measles\timeperiod\end_date] (Line 105, Column 3):
"9999.1.1" is not a valid Date.
--- Error 4 of 6 ---
At <mod>\common\disease.txt [typhus\timeperiod\end_date] (Line 61, Column 3):
"9999.1.1" is not a valid Date.
--- Error 5 of 6 ---
At <mod>\common\disease.txt [typhoid_fever\timeperiod\end_date] (Line 39, Column 3):
"9999.1.1" is not a valid Date.
--- Error 6 of 6 ---
At <mod>\common\disease.txt [tuberculosis\timeperiod\end_date] (Line 17, Column 3):
"9999.1.1" is not a valid Date.

Code:
start_date = 1066.1.1
last_start_date = 1066.1.1
end_date = 9999.1.1

Any date up to and including the defined game end date should be valid for disease end dates.
 
False positive:



Code:
start_date = 1066.1.1
last_start_date = 1066.1.1
end_date = 9999.1.1

Any date up to and including the defined game end date should be valid for disease end dates.

Fixed, set max year to 9 million. (The Validator doesn't look at defines right now)
 
False positive:
--- Error 1 of 1 ---
At <mod>\history\characters\aden.txt [1000158148\1066.1.1\effect\add_lover] (Line 674, Column 4):
"1000158151" is not a valid ThisChar.
Code:
	1066.1.1={
		add_spouse=1000158151
		effect={
			add_lover=1000158151
		}
	}
It goes away when I click 'i' and works in game.
---
--- Error 1 of 1 ---
At <mod>\history\titles\k_bulgaria.txt [870.1.1\pentarch] (Line 74, Column 2):
"0" is not a valid PentarchTitle.
Code:
100.1.1={
	pentarch = b_hagiasophia
}
Code:
870.1.1={
	pentarch = 0 #Junior Patriarch 870
}
This is one example of where I can use 0 to delete the previous entry, just like liege = 0 and holder = 0.
---
--- Error 1 of 1 ---
At <mod>\events\mymod.txt [character_event[14]\option\give_nickname] (Line 1194, Column 3):
"0" is not a valid Nickname.
Code:
character_event = {
	id = MyMod.400
	desc = EVTDESCMyMod.400
	picture = "GFX_evt_spymaster"
	
	trigger = {
		has_nickname = nick_the_exile
		OR = {
			demesne_size = 1
			AND = {
				NOT = { demesne_size = 1 }
				NOT = { num_of_claims = 1 }
			}
		}
	}
	
	mean_time_to_happen = {	days = 10 }
	
	option = {
		name = OK
		[COLOR="#FF8C00"]give_nickname = 0[/COLOR]
	}
}
I use give_nickname = 0 to clear it.
 
False positive:

Code:
	1066.1.1={
		add_spouse=1000158151
		effect={
			add_lover=1000158151
		}
	}
It goes away when I click 'i' and works in game.
---

Code:
100.1.1={
	pentarch = b_hagiasophia
}
Code:
870.1.1={
	pentarch = 0 #Junior Patriarch 870
}
This is one example of where I can use 0 to delete the previous entry, just like liege = 0 and holder = 0.
---

Code:
character_event = {
	id = MyMod.400
	desc = EVTDESCMyMod.400
	picture = "GFX_evt_spymaster"
	
	trigger = {
		has_nickname = nick_the_exile
		OR = {
			demesne_size = 1
			AND = {
				NOT = { demesne_size = 1 }
				NOT = { num_of_claims = 1 }
			}
		}
	}
	
	mean_time_to_happen = {	days = 10 }
	
	option = {
		name = OK
		[COLOR="#FF8C00"]give_nickname = 0[/COLOR]
	}
}
I use give_nickname = 0 to clear it.

All should be fixed.
 
This program doesn't seem to work with the mod I'm working on. When I try using it, It asks for the base game files, even though my mod does not have all the files!