Really? It wouldn't do it when I did my little mod and I had like 100 extra titular titles with some flags etc. and like 3 were missing and it buggered up all of them and I didn't know which one it wasLast time I checked it already did that.
Really? It wouldn't do it when I did my little mod and I had like 100 extra titular titles with some flags etc. and like 3 were missing and it buggered up all of them and I didn't know which one it wasLast time I checked it already did that.
The latter is already implemented as a CharTrigger accepting FROM/ROOT/etc. Is that not working?Two false positives to report:
1) attribute_diff requires three different inputs: character, attribute, and value. Currently, putting anything other than "martial" for attribute causes the validator to report an error. It says "martial" is the expected input, though any attribute will do. (so: diplomacy, martial, stewardship, intrigue, learning)
2) is_allied_with is a new trigger added by the latest patch. It accepts all regular inputs (FROM, ROOT, etc.)
The latest version seems unable to find my mods. For every mod I try to validate, (and they are well installed, and were succesfully validated by previous versions), it throws this error:
Mod not found: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\Princes_of_Darkness_v_0.1.6 - developement
Mods in system: A Game of Thrones, AGoT - Pirates and merchants, Birthright2, Chunqiu Zhanguo, [Required] CK2+ Core (2.07.2), Crisis of the Confederation, BLC for Diadochi Kings, Diadochi Kings, HIP - Historical Immersion Project, -Les Trois Tours-, Lux Invicta v0.6J1, Pirates and merchants, Princes of Darkness_v_0.1.6, Succubus improvement alpha, Thedas Kings
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\agecustomizer.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\better gender law mod.mod [Token "=" at line 6, column 48 is part of a list and thus must be a literal.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\fotranytier.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\magnate lords.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\personal_castle.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\swmh_for_L3T.mod [Unexpected end of file following literal.]
This will sound like a big ask but one thing I would love to see is a validator option of checking that every title in landed_titles folder that is count and above has an entry in gfx/flags, this would make it easier to find out which flags is missing as one missing screws up the rest.
Some false positives:
Code:--- Error 1 of 1 --- At <mod>\common\technology.txt [TECH_GROUP_MILITARY\TECH_CAVALRY\modifier\WAR_ELEPHANTS_DEFENSIVE] (Line 29, column 4): Invalid node "WAR_ELEPHANTS_DEFENSIVE" in scope JunkModifiers (value is: 0.3) --- Error 1 of 1 --- At <mod>\common\technology.txt [TECH_GROUP_MILITARY\TECH_CAVALRY\modifier\CAMEL_CAVALRY_DEFENSIVE] (Line 28, column 4): Invalid node "CAMEL_CAVALRY_DEFENSIVE" in scope JunkModifiers (value is: 0.3) --- Error 1 of 1 --- At <mod>\common\technology.txt [TECH_GROUP_MILITARY\TECH_CAVALRY\modifier\WAR_ELEPHANTS_OFFENSIVE] (Line 25, column 4): Invalid node "WAR_ELEPHANTS_OFFENSIVE" in scope JunkModifiers (value is: 0.3) --- Error 1 of 1 --- At <mod>\common\technology.txt [TECH_GROUP_MILITARY\TECH_CAVALRY\modifier\CAMEL_CAVALRY_OFFENSIVE] (Line 23, column 4): Invalid node "CAMEL_CAVALRY_OFFENSIVE" in scope JunkModifiers (value is: 0.3)
Code:--- Error 1 of 1 --- At <mod>\common\cb_types\00_cb_types.txt [duchy_adventure\on_reverse_demand\ROOT\if\has_character_flag] (Line 4964, column 11): Invalid node "has_character_flag" in scope CharIfClause (value is: obj_expand_by_conquest_taken)
This was added in patch.Code:--- Error 1 of 1 --- At <mod>\decisions\marriage_decisions_W.txt [decisions\ai_marriage_elven\potential\any_independent_ruler\any_realm_character\is_lowborn] (Line 430, column 6): Invalid node "is_lowborn" in scope CharTrigger (value is: no)
diploresponse_event should act the same as letter_event.Code:--- Error 1 of 1 --- At <mod>\events\on_action_events.txt [diploresponse_event] (Line 2425, column 1): This event needs a picture.
--- Error 1 of 1 ---
At <mod>\common\minor_titles\00_minor_titles.txt [title_seneschal\allow\FROM\higher_real_tier_than] (Line 381, column 4):
Invalid node "higher_real_tier_than" in scope CharTrigger (value is: DUKE)
--- Error 1 of 1 ---
At <mod>\decisions\artifact_decisions_W.txt [decisions\use_purple_living_bone_and_conynhaela\potential\lower_real_tier_than] (Line 5, column 3):
Invalid node "lower_real_tier_than" in scope DecisionTrigger (value is: duke)
--- Error 1 of 1 ---
At <mod>\events\W_minor_title_events.txt [character_event\option] (Line 1879, column 2):
The required "name" entry was not found.
Hmm, I can't reproduce this. Does anyone else have the issue? You don't have a copy of Diadochi Kings anywhere else maybe in the other mod folder?
--- Error 1 of 1 ---
At events\on_action_events.txt [diploresponse_event] (Line 1767, column 1):
This event needs a picture.
None of these have been fixed.
Also few more:
Code:--- Error 1 of 1 --- At <mod>\common\minor_titles\00_minor_titles.txt [title_seneschal\allow\FROM\higher_real_tier_than] (Line 381, column 4): Invalid node "higher_real_tier_than" in scope CharTrigger (value is: DUKE)
Both were added in 2.1 patch.Code:--- Error 1 of 1 --- At <mod>\decisions\artifact_decisions_W.txt [decisions\use_purple_living_bone_and_conynhaela\potential\lower_real_tier_than] (Line 5, column 3): Invalid node "lower_real_tier_than" in scope DecisionTrigger (value is: duke)
The event have hide_window = yes, but I still get these warnings.Code:--- Error 1 of 1 --- At <mod>\events\W_minor_title_events.txt [character_event\option] (Line 1879, column 2): The required "name" entry was not found.
!Is the mod "Princes of Darkness_v_0.1.6" something different? If you look at this part: "Mods in system: A Game of Thrones, AGoT - Pirates and merchants, Birthright2, Chunqiu Zhanguo, [Required] CK2+ Core (2.07.2), Crisis of the Confederation, BLC for Diadochi Kings, Diadochi Kings, HIP - Historical Immersion Project, -Les Trois Tours-, Lux Invicta v0.6J1, Pirates and merchants, Princes of Darkness_v_0.1.6, Succubus improvement alpha, Thedas Kings"
is that list not as much you expect, and if so is there anything in common between the missing ones?!
Nope, if I try to validate another mod (say, AGOT) the same thing happens, only that this time is AGOT the one not appearing in the list (while Princes of Darkness is listed them). Will try the last version, just in case it was a corrupted download or extraction somehow
EDIT : Tested new version, this time trying to validate agot. I get this error:
Mod not found: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\A Game of Thrones
Mods in system: A Game of Thrones, AGoT - Pirates and merchants, Birthright2, Chunqiu Zhanguo, [Required] CK2+ Core (2.07.2), Crisis of the Confederation, BLC for Diadochi Kings, Diadochi Kings, HIP - Historical Immersion Project, -Les Trois Tours-, Lux Invicta v0.6J1, Pirates and merchants, Princes of Darkness_v_0.1.6, Succubus improvement alpha, Thedas Kings
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\agecustomizer.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\better gender law mod.mod [Token "=" at line 6, column 48 is part of a list and thus must be a literal.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\fotranytier.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\magnate lords.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\personal_castle.mod [Missing the 'path' attribute. Even if you have set 'archive', the Validator cannot read zip files. You must set the 'path' attribute and unzip the files to where the 'path' attribute specifies.]
[Error] Could not load mod file: C:\Users\Pedro\Documents\Paradox Interactive\Crusader Kings II\mod\swmh_for_L3T.mod [Unexpected end of file following literal.]
This time the mod is said not to be in my system despite it being listed as being in my system the following line!
Can you upload the .mod files in your mod folder?No. I only have the submod called Diadochi Kings BLC in the folder, but that shouldn't cause it, I think.
I don't have any mods in the steam mod folder.
Couple of other issues I'm seeing:
* Even though I have the "AddFlag = ContextValidator.AllowCharacterWideTargeting" set in the Settings file, "character_event" being used to fire a narrative_event or letter_event (or vice-versa) still shows up as an error.
* The vanilla diploresponse_event events in the on_action file are reporting "this event needs a picture", when they don't:
Code:--- Error 1 of 1 --- At events\on_action_events.txt [diploresponse_event] (Line 1767, column 1): This event needs a picture.
2) has_character_flag should be wrapped in a limit={}?
3) So for hide_window, you can either have no option, or you can have any number of options either with or without names?
For the first issue, can you post the full error message?
--- Error 1 of 1 ---
At events\byzantine_events.txt [narrative_event\option\character_event\id] (Line 615, column 23):
"LoR.861" is not a valid CharEventId.
--- Error 1 of 1 ---
At events\republic_dynastic_feuds.txt [narrative_event\option\hidden_tooltip\narrative_event\id] (Line 1133, column 24):
"REP.167" is not a valid NarrativeEventId.
Sure. An example here:
Code:--- Error 1 of 1 --- At events\byzantine_events.txt [narrative_event\option\character_event\id] (Line 615, column 23): "LoR.861" is not a valid CharEventId.
This is a vanilla event, using "character_event" to fire LoR.861, which is a narrative_event.
Another example of the reverse:
Code:--- Error 1 of 1 --- At events\republic_dynastic_feuds.txt [narrative_event\option\hidden_tooltip\narrative_event\id] (Line 1133, column 24): "REP.167" is not a valid NarrativeEventId.
This is "narrative_event" being used to fire vanilla event REP.167, which is a character_event.
In either case, I have "AddFlag = ContextValidator.AllowCharacterWideTargeting" uncommented in the CK2 Settings file, which I'm assuming should make it ignore those.
Hmm, do changing other settings in the file work as you expect? Can you post your file?
Can you upload the .mod files in your mod folder?
Are you sure, in vanilla files it's called leadership_traits.--- Error 1 of 1 ---
At <mod>\common\traits\abilities.txt [brilliant_strategist\leader_traits] (Line 242, column 2):
Invalid node "leader_traits" in scope Trait (value is: 1)
leader_traits = 1 is used for vanilla brilliant_strategist trait, so it shoul be a valid string... probably. Any idea of what it does, anyway?
Are you sure, in vanilla files it's called leadership_traits.
--- Error 1 of 1 ---
At <mod>\events\CK2Plus_independence_events.txt [character_event\option\ai_chance\modifier\any_allied_character] (Line 54, column 5):
Invalid node "any_allied_character" in scope Modifier (value is: <a complex type>)
--- Error 1 of 1 ---
At <mod>\events\CK2Plus_independence_events.txt [character_event\option\ai_chance\modifier\liege\any_allied_character] (Line 231, column 6):
Invalid node "any_allied_character" in scope CharTrigger (value is: <a complex type>)
--- Error 1 of 1 ---
At <mod>\events\Maniac_authority003.txt [character_event\option\capital_holding] (Line 87, column 3):
Invalid node "capital_holding" in scope Option (value is: <a complex type>)