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!
Can you post what you filled in for the game path and mod name?
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!
False positive:
province = PREV
home = PREV
These don't need to refer to provinces, they can also refer to characters (see event 600).
seize_trade_post = ROOT is a valid command from title scope (E.G., CbTitleCommand)
pleas tell me, am I filling the paths correctly:
game path: E:\GAMES\Steam\steamapps\common\Crusader Kings II
mod name C:\Users\username\Documents\Paradox Interactive\Crusader Kings II\mod\examplemodname
where of course "username" is my profile\user name and "examplemodname" is mod name
I'm asking because I have a communicate from validator:
Mod not found: C:\Users\username\Documents\Paradox Interactive\Crusader Kings II\mod\examplemodname
Mods in system: [mod name]
What am I doing wrong?
edition:
I'm using win7 x64 if it matters and I did installed net framework 4. Also I chose Crusader Kings II in box right from mod path
Right, a rather old false positive, but I've finally figured out why it is a false positive
At <mod>\common\cb_types\Vanilla CBs.txt [crusade\on_success_title\if[2]\most_participating_attacker\if[1]\if\limit\NOT\culture] (Line 3147, Column 16):
No direct match found for culture. However, other possible matches in scope CharTrigger were found.
Left: ["culture"] Right: [Culture]
Left: ["culture"] Right: [ThisChar, ThisProv, or OpinionClauseDefinedTypes]
Titles can infact have culture. I stumbled over this when I messed up some conditions for another thing and thus ended up successfully fetching the culture of a title. A title will take on the culture defined in landed titles, or if it doesn't have one, the culture of one of its dejure liege titles, whichever is closest in rank.
On another note, is it possible to hide these warnings?
This character, 72373, needs a twin trait, being the twin of 72372.
Thank you. That took me from 630 errors to 302.Fixed culture. For twin, you can use the ValidatorSettings.txt file; there is an option to disable it.
Thank you. That took me from 630 errors to 302.
Now, any way to disable these?
The string k_tekke_adj was not found in localization.
I'm not entirely sure how the _adj stuff works, but I've never really run into any issues caused by it.I guess you can disable localization checking? Though that may get rid of more than you want, so is the "_adj" stuff not required or something?
Added the option.I'm not entirely sure how the _adj stuff works, but I've never really run into any issues caused by it.
I'm getting this error for some reason when trying to validate SWMH:
ERROR
System.InvalidOperationException: Sequence contains more than one matching element
at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source, Func`2 predicate)
at Audax.Clausewitz.IO.C2.Clausewitz2ModPathResolver..ctor(DirectoryPath rootPath, Clausewitz2Mod mod, IList`1 allMods)
at Audax.Clausewitz.IO.C2.Clausewitz2FileSystem.CreateResolverForMod(Mod mod)
at Audax.Validator.ValidationManager.SetPath(GameFileSystem system)
at Audax.Validator.ValidationManager.Run(Dispatcher dispatcher)
I don't have any CKII Documents folder, so can't be there at least.It could be that you have multiple mods with the same name or path. Maybe some are in the game mods folder and some in documents?
I don't have any CKII Documents folder, so can't be there at least.
I can't see any mods with the same name or path.
Still getting the error with only the swmh2615.mod file.So none of the ".mod" files have the same "name = XXX" entry? That seem to be what the Validator is checking for. If not, can you try removing all the .mod files except the one you want to validate temporarily (and make sure there are no hidden .mod files, etc) and check if it is still broken.
Still getting the error with only the swmh2615.mod file.
The .mod file's contents, in case that matters:
name = "Some what more historic 2.615"
path = "mod/swmh2.615"
user_dir = "Some what more historic (NV)" # optional. creates a sub directory where settings/map cache/savegames etc can be safely written for your mod and not get mixed up
#replace_path = "history/provinces" # optional. if you want to repalce a path instead of just extend the files already in the base game (liek if you want to have completely new technologies)
dependencies = { "Project Balance" }