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This and the destroy_artifact (which threw the same errors) decisions are unedited vanilla decisions. I don't know why they made them normal decisions rather than making a new type of right-click decision for artifacts. Both have hide_in_decision_list = yes, which may be the determining factor to indicate that FROM is valid in the decision. (If it's hidden in the decision list, it's only available to the player by a right click on something.) Hopefully @blackninja9939 will comment.
Was quicker to make it a special decision than to implement a new category of right click decisions, and time was needed elsewhere. But yes its specially named and has a FROM set.
 
Code:
                       set_job_action = {
                           action = action_uncover_plots_offmap
                       }
Haven't tested yet, but if the job_action has "offmap = yes" in its definition, I would suspect that where isn't needed. @blackninja9939 , can you confirm that where is unneeded for set_job_action of an offmap job action, or if it is, what the right hand side should be? There are no vanilla uses I can find where offmap job actions are set.
Edit: Tested, doesn't work without a where. Haven't tested to see if it matters what province is specified.


According to wiki, infamy can be used as a trigger with an example of infamy = 12.5. (only used as an effect in vanilla.)
Hmm it is possible that effect was not updated and does still require you to set the province, aka it does not work for offmap actions.
 
False negative: else/else_if must follow an if or else_if. Had these errors in error.log after editing the initial if to a while (the event passed Validation both before and after the edit):
[effect.cpp:822]: Else/else if not following an if or else if in events/test.txt : 638
[effect.cpp:822]: Else/else if not following an if or else if in events/test.txt : 781
[effect.cpp:822]: Else/else if not following an if or else if in events/test.txt : 894
[effect.cpp:822]: Else/else if not following an if or else if in events/test.txt : 949
 
PREV in both cases points to an on_*_title block, which is the title in dispute for the CB.

Similarly (if I'm counting right) PREVPREVPREV points to on_success_title (the title under dispute)
For the first issue, that measn that https://forum.paradoxplaza.com/foru...ith-minimal-pain.597480/page-96#post-19867947 is no longer a problem? If so https://ck2.paradoxwikis.com/Commands#cite_note-claims-1 should also be corrected.

For the second one, religions/crusade.info mentions crusade_beneficiary exists within char scope if I'm reading right. Not sure where PREV comes in. Same for the third issue.

Nevermind about this one, I found something on the wiki about using second "which" to specify the scope when both variables have the same name from different scopes.

To clarify, both things you mentioned (that its not really a dup, and that "which" can't be "who") are incorrect or should be reverted? Or is something fine?
 
v1.28.0: https://www.dropbox.com/s/v9apenm0mj65oqm/Audax.Validator v1.28.0.zip?dl=0

Note this has a first pass for vanilla errors but undoubtedly missed some. All above comments should also be addressed. New files like religion_features are still not checked.

There is still a bunch of changelog to go through but you may as well report any errors, even for new 3.0 features. As some of the changlog entries seem somewhat unclear on the changes needed, if any.
 

Tested the following:
add/remove_claim = title
title = { add/remove_claim = ROOT }
primary_title = { holder_scope = { title = { add/remove_claim = PREV } } }
All worked, so it appears that the issue that Rylock reported is no longer a problem.

To clarify, both things you mentioned (that its not really a dup, and that "which" can't be "who") are incorrect or should be reverted? Or is something fine?
A third "which", giving a scope for the second "which" referencing the same variable name as the first "which", works. (Original scope variable is updated to the value of the new scope's variable of the same name.) Replacing the third "which" with "who" does not (contrary to wiki), at least for change_variable. (Did not test the other variable commands.) So:
scope_1 = { change_variable = { which = var1 which = var1 who = scope_2 } } doesn't work,
scope_1 = { change_variable = { which = var1 who = scope_2 } } doesn't work (on both of these the scope change did not take effect, and scope_1.var1 was doubled in value),
scope_1 = { change_variable = { which = var1 which = var1 which = scope_2 } } works,
scope_1 = { change_variable = { which = var1 which = scope_2 } } works.
 
--- Error 1 of 1 ---
At <mod>\common\scripted_effects\01_scripted_effects_duels.txt [find_commander_to_the_rescue_effect\if\limit\any_unit_leader] (Line 3636, column 4):
Invalid node "any_unit_leader" in scope CharTrigger (value is: <a complex type>)
* called from <mod>\common\scripted_effects\01_scripted_effects_duels.txt [duel_enemy_commander_effect\hidden_effect\find_commander_to_the_rescue_effect] (Line 3675, column 6)
* called from events\HF_battle_events.txt [character_event\option\duel_enemy_commander_effect] (Line 5868, column 3)
any_unit_leader and random_unit_leader are listed as being added in the Changelog for 3.0.
--- Error 1 of 1 ---
At <mod>\common\scripted_effects\01_scripted_effects_duels.txt [apply_opinion_reward_effect\if\if] (Line 3827, column 3):
There may be no duplications of a "show_portrait" clause.
There were 2 duplicates.
[I119011|L3829|C4]: show_portrait = "event_target:enemy_liege"
[I119056|L3830|C4]: show_portrait = "event_target:home_commander"
* called from events\HF_battle_events.txt [character_event\option\apply_opinion_reward_effect] (Line 5321, column 3)
It has always been the case that multiple portraits can appear on an option bar. Scripting portraits to appear is new (rather than them appearing because of effects in the option being applied to them), but there shouldn't be an error thrown if multiple show_portrait lines are in an option.
--- Error 1 of 1 ---
At <mod>\events\job_lord_spiritual.txt [character_event\mean_time_to_happen\modifier\any_owned_bloodline\bloodline_is_active_for] (Line 2071, column 5):
Invalid node "bloodline_is_active_for" in scope BloodlineTriggerWithCount (value is: PREV)
bloodline.info said:
bloodline_is_active_for - Returns true if current scope <bloodline> is active for <character> on RHS.
 
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Persistent event targets aren't being processed properly.
--- Error 1 of 1 ---
At <mod>\events\HF_battle_events.txt [character_event\immediate\random_list\50\if\limit\event_target:home_capital_province\persistent_event_target:local_inspiring_commander_target\character] (Line 4726, column 69):
Invalid node "character" in scope ProvTrigger (value is: ROOT)
local_inspiring_commander_target is a character scope, saved in the province scope home_capital_province.
Code:
#in ROOT scope of vanilla event HFP.11000
       save_event_target_as = home_commander
#...
       capital_scope = {
           save_event_target_as = home_capital_province
       }
#in vanilla event HFP.11001 called from HFP.11000
           event_target:home_capital_province = {
               show_scope_change = no
               add_province_modifier = {
                   name = province_mourning_warrior_death
                   duration = 365
               }
               save_persistent_event_target = {
                   name = local_dead_commander_target       #Hook-in: Warrior Lodges
                   scope = event_target:home_commander
               }
           }
events/_documentation.info said:
save_persistent_event_target = {
name = name_of_target # What to name the persistent event target
scope = event_target:my_character # The scope being saved. It'll be saved in whatever the current scope is scoped to, assuming it supports persistent event targets. Relative scoping like ROOT, liege, and similar work as well.
# Note that it is saved *to* the current scope rather than the current scope being saved to the provided target
}
--- Error 1 of 1 ---
At <mod>\common\scripted_effects\01_scripted_effects_duels.txt [handle_claim_duel_result_effect\if\else_if\if\if\if\custom_tooltip\event_target:combatant_1\while\random_demesne_title\event_target:combatant_2\usurp_title\type] (Line 2369, column 13):
"duel" is not a valid UsurpType.
Given that tribals can now duel to acquire titles they have claim to, "duel" should be treated as a valid UsurpType.
--- Error 1 of 1 ---
At <mod>\events\HF_battle_events.txt [character_event\option\trigger\OR\NOR\has_artifact_flag] (Line 2064, column 6):
Invalid node "has_artifact_flag" in scope CharTrigger (value is: flag_considering_donation)
common/artifacts/artifacts_script.info said:
has_artifact_flag # scope must be an artifact
# returns true if the scoped artifact has that flag defined
--- Error 1 of 1 ---
At <mod>\common\scripted_score_values\00_scripted_score_values.txt [artifact_selection_score\modifier\event_target:eek:riginal_hero\is_society] (Line 691, column 34):
Invalid node "is_society" in scope CharTrigger (value is: warrior_lodge_tengri)
common/societies/societies.info said:
is_society = the_satanists/ROOT/event_target: # Scope must be a character or society. Returns true if the society is the same as the right-hand-side
 
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What does "Dynasty is not connected, but has groups" mean? I didn't know dynasties can have groups or be connected. Is it important? Like, can it cause bugs? If yes, where do I find files with connections or groups?
 
What does "Dynasty is not connected, but has groups" mean? I didn't know dynasties can have groups or be connected. Is it important? Like, can it cause bugs? If yes, where do I find files with connections or groups?
It means one or more characters in history/characters is not connected to other members of his or her dynasty by father = <character id> lines. It can result in a broken dynasty tree. One way it can happen is if two brothers are scripted, but their father is not (or has a different dynasty.) More often the relation between unconnected groups is more distant, and quite often unknown.
 
It means one or more characters in history/characters is not connected to other members of his or her dynasty by father = <character id> lines. It can result in a broken dynasty tree. One way it can happen is if two brothers are scripted, but their father is not (or has a different dynasty.) More often the relation between unconnected groups is more distant, and quite often unknown.
Oh, that's not a problem then. Thanks for the explanation.
 
--- Error 1 of 1 ---
At events\cm_charlemagne_story_events.txt [narrative_event\immediate\if\religion_head\ROOT\save_persistent_event_target\name] (Line 3493, column 47):
This event target coronation_priest was inferred to have target type Local at events\cm_charlemagne_story_events.txt [narrative_event\immediate\if\religion_head\save_event_target_as] (Line 3492, column 5) but here has target type Persistent
event_targets and persistent_event_targets should be treated as having separate name spaces. Event_targets are always referenced as event_target:xxx while persistent_event_targets are referenced as persistent_event_target:xxx.
--- Error 1 of 1 ---
At events\family_events.txt [character_event\immediate\FROM] (Line 1672, column 3):
Invalid use of 'FROM': This scope has no FROM due to the fact that common\on_actions\00_on_actions.txt [OFFER_SUCCESSION_MARRIGE_INTERACTION_ACCEPT_EVENT\events\37255] (Line 2180, column 3) has no scope.
In diplomatic interaction on_action events, FROM is the other party in the interaction.
These on_actions are:
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_ACCEPT_EVENT
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_DECLINE_EVENT
REVOKE_TITLE_INTERACTION_ACCEPT_EVENT
REVOKE_TITLE_INTERACTION_DECLINE_EVENT
OFFER_PEACE_INTERACTION_ACCEPT_EVENT
OFFER_PEACE_INTERACTION_DECLINE_EVENT
SEND_GIFT_INTERACTION_ACCEPT_EVENT
SEND_GIFT_INTERACTINO_DECLINE_EVENT
ASK_FOR_MONEY_INTERACTION_ACCEPT_EVENT
ASK_FOR_MONEY_INTERACTION_DECLINE_EVENT
ASK_FOR_CLAIM_INTERACTION_ACCEPT_EVENT
ASK_FOR_CLAIM_INTERACTION_DECLINE_EVENT
NOMINATE_BISHOP_TO_POPE_INTERACTION_ACCEPT_EVENT
NOMINATE_BISHOP_TO_POPE_INTERACTION_DECLINE_EVENT
OFFER_VASSALIZATION_INTERACTION_ACCEPT_EVENT
OFFER_VASSALIZATION_INTERACTION_DECLINE_EVENT
ARRANGE_BETROTHAL_INTERACTION_ACCEPT_EVENT
ARRANGE_BETROTHAL_INTERACTION_DECLINE_EVENT
ARRANGE_SUCC_BETROTHAL_INTERACTION_ACCEPT_EVENT
ARRANGE_SUCC_BETROTHAL_INTERACTION_DECLINE_EVENT
OFFER_SUCCESSION_MARRIGE_INTERACTION_ACCEPT_EVENT
OFFER_SUCCESSION_MARRIGE_INTERACTION_DECLINE_EVENT
OFFER_MARRIGE_INTERACTION_ACCEPT_EVENT
OFFER_MARRIGE_INTERACTION_DECLINE_EVENT
RANSOM_CHARACTER_INTERACTION_ACCEPT_EVENT
RANSOM_CHARACTER_INTERACTION_DECLINE_EVENT
EDUCATE_CHARACTER_INTERACTION_ACCEPT_EVENT
EDUCATE_CHARACTER_INTERACTION_DECLINE_EVENT
ABANDON_AMBITION_INTERACTION_ACCEPT_EVENT
ABANDON_AMBITION_INTERACTION_DECLINE_EVENT
STOP_BACKING_AMBITION_INTERACTION_ACCEPT_EVENT
STOP_BACKING_AMBITION_INTERACTION_DECLINE_EVENT
JOIN_AMBITION_INTERACTION_ACCEPT_EVENT
JOIN_AMBITION_INTERACTION_DECLINE_EVENT
GRANT_LANDED_TITLE_INTERACTION_ACCEPT_EVENT
GRANT_LANDED_TITLE_INTERACTION_DECLINE_EVENT
APPOINT_TO_OFFICE_INTERACTION_ACCEPT_EVENT
APPOINT_TO_OFFICE_INTERACTION_DECLINE_EVENT
ASK_FOR_INVASION_INTERACTION_ACCEPT_EVENT
ASK_FOR_INVASION_INTERACTION_DECLINE_EVENT
ASK_FOR_DIVORCE_INTERACTION_ACCEPT_EVENT
ASK_FOR_DIVORCE_INTERACTION_DECLINE_EVENT
ASK_FOR_EXCOMMUNICATION_INTERACTION_ACCEPT_EVENT
ASK_FOR_EXCOMMUNICATION_INTERACTION_DECLINE_EVENT
CALL_ALLY_INTERACTION_ACCEPT_EVENT
CALL_ALLY_INTERACTION_DECLINE_EVENT
DECLARE_WAR_INTERACTION_ACCEPT_EVENT
RETRACT_VASSAL_INTERACTION_ACCEPT_EVENT
RETRACT_VASSAL_INTERACTION_DECLINE_EVENT
ASK_FOR_VASSALIZATION_INTERACTION_ACCEPT_EVENT
ASK_FOR_VASSALIZATION_INTERACTION_DECLINE_EVENT
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_ACCEPT_EVENT
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_DECLINE_EVENT
ASK_TO_RANSOM_CHARACTER_INTERACTION_ACCEPT_EVENT
ASK_TO_RANSOM_CHARACTER_INTERACTION_DECLINE_EVENT
SETTLE_ADVENTURER_INTERACTION_ACCEPT_EVENT
SETTLE_ADVENTURER_INTERACTION_DECLINE_EVENT
ASK_TO_JOIN_WAR_INTERACTION_ACCEPT_EVENT
ASK_TO_JOIN_WAR_INTERACTION_DECLINE_EVENT
ASK_TO_EMBARGO_INTERACTION_ACCEPT_EVENT
ASK_TO_EMBARGO_INTERACTION_DECLINE_EVENT
MAKE_CONSORT_INTERACTION_ACCEPT_EVENT
MAKE_CONSORT_INTERACTION_DECLINE_EVENT
ABSORB_CLAN_INTERACTION_ACCEPT_EVENT
ABSORB_CLAN_INTERACTION_DECLINE_EVENT
SPLIT_CLAN_INTERACTION_ACCEPT_EVENT
SPLIT_CLAN_INTERACTION_DECLINE_EVENT
FORM_BLOOD_OATH_INTERACTION_ACCEPT_EVENT
FORM_BLOOD_OATH_INTERACTION_DECLINE_EVENT
SETTLE_FEUD_INTERACTION_ACCEPT_EVENT
SETTLE_FEUD_INTERACTION_DECLINE_EVENT
FORM_ALLIANCE_INTERACTION_ACCEPT_EVENT
FORM_ALLIANCE_INTERACTION_DECLINE_EVENT
DISSOLVE_ALLIANCE_INTERACTION_ACCEPT_EVENT
DISSOLVE_ALLIANCE_INTERACTION_DECLINE_EVENT
BUY_FAVOR_INTERACTION_ACCEPT_EVENT
BUY_FAVOR_INTERACTION_DECLINE_EVENT
REQUEST_SUPPORT_INTERACTION_ACCEPT_EVENT
REQUEST_SUPPORT_INTERACTION_DECLINE_EVENT
FORM_NON_AGGRESSION_PACT_INTERACTION_ACCEPT_EVENT
FORM_NON_AGGRESSION_PACT_INTERACTION_DECLINE_EVENT
ASK_COUNCIL_POSITION_INTERACTION_ACCEPT_EVENT
ASK_COUNCIL_POSITION_INTERACTION_DECLINE_EVENT
ASK_REALM_PEACE_INTERACTION_ACCEPT_EVENT
ASK_REALM_PEACE_INTERACTION_DECLINE_EVENT
FORCE_JOIN_FACTION_INTERACTION_ACCEPT_EVENT
FORCE_JOIN_FACTION_INTERACTION_DECLINE_EVENT
ASK_TO_JOIN_AMBITION_INTERACTION_ACCEPT_EVENT
ASK_TO_JOIN_AMBITION_INTERACTION_DECLINE_EVENT
OFFER_CONSORT_INTERACTION_ACCEPT_EVENT
GIVE_ARTIFACT_INTERACTION_ACCEPT_EVENT
--- Error 1 of 1 ---
At events\game_rule_events.txt [character_event\immediate\while\capital_scope\random_disconnected_province\any_province_holding\else_if\limit\holder_scope\NOR\any_demesne_title\is_connected_to] (Line 6445, column 12):
Invalid node "is_connected_to" in scope TitleTriggerWithCount (value is: <a complex type>)
is_connected_to is a new trigger that takes required parameter target (takes a county or realm_capital) and optional parameters sub_realm (takes no or a character), land_gap (takes boolean) and naval_distance (takes boolean or an integer)
 
Last edited:
--- Error 1 of 1 ---
At events\game_rule_events.txt [character_event\option\liege\any_vassal\limit\any_war\attacker\character] (Line 296, column 8):
"THIS" is not a valid MaybeEventTargetCharTitle, OpinionClauseDefinedTypes, CharacterId, or Yes.
MaybeEventTargetCharTitle: cannot be because ThisChar: cannot be because THIS points to <SideTrigger>, not Char.
ThisTitle: cannot be because THIS points to <SideTrigger>, not Title.
The event section in question (from vanilla event GR.11):
Code:
       liege = {
           any_vassal = {
               limit = {
                   in_revolt = yes
                   any_war = {
                       defender = { character = ROOT }
                       attacker = {
                           character = THIS           
                       }
                   }
               }
               set_defacto_liege = THIS
           }
       }
       
       set_defacto_liege = THIS
As far as I know the behavior of THIS isn't documented so I don't know if this is correct or not, but it seems that THIS is pointing to any_vassal in the first two instances (any_war not changing it), and ROOT in the last. I hope @blackninja9939 will be able to clarify.
 
The event section in question (from vanilla event GR.11):
Code:
       liege = {
           any_vassal = {
               limit = {
                   in_revolt = yes
                   any_war = {
                       defender = { character = ROOT }
                       attacker = {
                           character = THIS          
                       }
                   }
               }
               set_defacto_liege = THIS
           }
       }
      
       set_defacto_liege = THIS
As far as I know the behavior of THIS isn't documented so I don't know if this is correct or not, but it seems that THIS is pointing to any_vassal in the first two instances (any_war not changing it), and ROOT in the last. I hope @blackninja9939 will be able to clarify.
"This" just means the current scope, so for example FROM = { set_defacto_liege = THIS } would set FROM's liege as itself aka making it independent.

So in what you posted it looks for every vassal of your liege who is in a revolt and a war where the defender is from and said vassal is the attacker. If they are then they are made independent.
 
--- Error 1 of 1 ---
At events\HFP_crusade_events.txt [character_event\trigger\crusade_target_char\NOT\religion] (Line 4732, column 8):
"FROM" is not a valid Religion, MaybeEventTargetCharProvReligionSocietyTitle or NewChar, or ReligionTargetCheck.
MaybeEventTargetCharProvReligionSocietyTitle or NewChar: cannot be because MaybeEventTargetCharProvReligionSocietyTitle: cannot be because ThisChar: cannot be because FROM points to <null>.
However, a Char was expected.
This scope has no FROM due to the fact that common\on_actions\00_on_actions.txt [on_crusade_target_changes\events\HFP.41072] (Line 3702, column 3) has no scope.
ThisProv: cannot be because FROM points to <null>.
However, a Prov was expected.
This scope has no FROM due to the fact that common\on_actions\00_on_actions.txt [on_crusade_target_changes\events\HFP.41072] (Line 3702, column 3) has no scope.
ThisReligion: cannot be because FROM points to <null>.
However, a Religion was expected.
This scope has no FROM due to the fact that common\on_actions\00_on_actions.txt [on_crusade_target_changes\events\HFP.41072] (Line 3702, column 3) has no scope.
ThisSociety: cannot be because FROM points to <null>.
However, a Society was expected.
This scope has no FROM due to the fact that common\on_actions\00_on_actions.txt [on_crusade_target_changes\events\HFP.41072] (Line 3702, column 3) has no scope.
ThisTitle: cannot be because FROM points to <null>.
However, a Title was expected.
This scope has no FROM due to the fact that common\on_actions\00_on_actions.txt [on_crusade_target_changes\events\HFP.41072] (Line 3702, column 3) has no scope.
This event is called from on_crusade_target_changes. Per comments above the on_action:
# Triggers when the target of a crusade changes (either through script or invalidation, or the target's heir inheriting). Happens immediately after the crusade_target_char and crusade_target_title scopes are updated
# Root = the religious head
# From = the previous target character
# FromFrom = the previous target title
# FromFromFrom = the character who made the change, if via diplomatic action. Otherwise not defined
--- Error 1 of 1 ---
At events\HFP_crusade_events.txt [character_event\immediate\any_crusade_participant\set_crusade_beneficiary] (Line 4194, column 4):
"NONE" is not a valid MaybeEventTarget(Char).
It seems that NONE is intended to be a valid crusade beneficiary, i.e., no one is designated as this person's beneficiary if the crusade succeeds. @blackninja9939 will hopefully clarify.
--- Error 1 of 1 ---
At events\HFP_crusade_events.txt [character_event\immediate\any_crusade_participant\limit\OR\crusade_beneficiary\OR\character] (Line 4132, column 29):
"FROM" is not a valid MaybeEventTargetCharTitle, OpinionClauseDefinedTypes, CharacterId, or Yes.
MaybeEventTargetCharTitle: cannot be because ThisChar: cannot be because FROM points to <null>.
However, a Char was expected.
This scope was inferred to have scope Char, but the call at common\on_actions\00_on_actions.txt [on_crusade_monthly\events\HFP.41052] (Line 3685, column 3) is of scope <null>.
ThisTitle: cannot be because FROM points to <null>.
However, a Title was expected.
This scope was inferred to have scope Char, but the call at common\on_actions\00_on_actions.txt [on_crusade_monthly\events\HFP.41052] (Line 3685, column 3) is of scope <null>.
This and other events called from on_crusade_monthly seem to be using FROM to point to the ROOT character's current crusade beneficiary, though this is not documented in the on_action entry, which only documents that ROOT is the religion head. Again, I hope that @blackninja9939 will clarify (and indicate if I have to file a JIRA to get the documentation into the on_action file.)
 
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--- Error 1 of 1 ---
At common\governments\tribal_governments.txt [tribal_governments\tribal_government\potential\OR\AND\has_religion_features] (Line 43, column 6):
Invalid node "has_religion_features" in scope CharTrigger (value is: no)
has_religion_features takes a boolean, and is used to test if the current game has Holy Fury enabled:
Code:
                   has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working
--- Error 1 of 1 ---
At common\governments\republic_governments.txt [republic_governments\confucian_bureaucracy\aggression] (Line 172, column 3):
Invalid node "aggression" in scope GovernmentDef (value is: 0)
_governments.info said:
Government parameters
aggression = 2.0 - Changes the opinion threshold for being willing to declare war by 20 per point, and how quickly the AI is likely to declare war. 1 is default, and results in no change. Anything below 1 makes the AI less likely to declare war. A value of 0 will make the AI never declare war except via script. A negative value is considered invalid and should not be used
--- Error 1 of 1 ---
At common\governments\nomadic_governments.txt [nomadic_governments\nomadic_government\marriage_ignore_religion] (Line 58, column 3):
Invalid node "marriage_ignore_religion" in scope GovernmentDef (value is: yes)
_governments.info said:
marriage_ignore_religion = yes # If set, the AI will ignore religion when considering marriage offers or taking consorts, defaults to "no"
--- Error 1 of 1 ---
At common\council_voting\07_me_pattern.txt [me_pattern_for\default] (Line 5, column 2):
Invalid node "default" in scope CouncilVotingDef (value is: <a complex type>)
me_pattern_for has used default since council voting was introduced.
--- Error 1 of 1 ---
At common\council_voting\05_selfish_pattern.txt [selfish_pattern_for\enforce_peace\OR\custom_tooltip\hidden_tooltip\any_allied_character\any_war\OR\defender\attacker] (Line 92, column 10):
Invalid node "attacker" in scope SideTrigger (value is: <a complex type>)
I asked about this one in the beta forum back in 2016, and this is the response I got from @Divine back then:
Divine said:
This one is a little worse. It is not how we actually want things to work and it breaks rules about scopes. BUT it actually works because scope changes doesn't clear war scopes. A rewrite of the current script also seems a bit tricky if we didn't use this faulty part of the code. To sum it up: It looks terrible, it shouldn't work, it works, but I can't guarantee that we won't fix it.
Since it's been 2+ years since then, it doesn't seem like they're going to fix it.
 
@richvh

Re

Code:
--- Error 1 of 1 ---
At <mod>\events\HF_battle_events.txt [character_event\option\trigger\OR\NOR\has_artifact_flag] (Line 2064, column 6):
Invalid node "has_artifact_flag" in scope CharTrigger (value is: flag_considering_donation)

It seems like this is in char scope while the docs say you need to be in artifact scope.

event_targets and persistent_event_targets should be treated as having separate name spaces. Event_targets are always referenced as event_target:xxx while persistent_event_targets are referenced as persistent_event_target:xxx.
Is global event targets also a separate category as local event targets, or are they the same? (I guess since they both use event_target:xxx they would be the same probably)

As far as I know the behavior of THIS isn't documented so I don't know if this is correct or not, but it seems that THIS is pointing to any_vassal in the first two instances (any_war not changing it), and ROOT in the last. I hope @blackninja9939 will be able to clarify.
In this case "attacker"/"defender" is adding a scope. I guess they should not add any scopes?

I asked about this one in the beta forum back in 2016, and this is the response I got from @Divine back then:
Since it's been 2+ years since then, it doesn't seem like they're going to fix it.
Hmm so allow defender/attacker to also have defender/attacker within them?
 
@richvh

Re

Code:
--- Error 1 of 1 ---
At <mod>\events\HF_battle_events.txt [character_event\option\trigger\OR\NOR\has_artifact_flag] (Line 2064, column 6):
Invalid node "has_artifact_flag" in scope CharTrigger (value is: flag_considering_donation)

It seems like this is in char scope while the docs say you need to be in artifact scope.
Good point. This is the block that's in, it looks like an artifact event target was left off the line:
Code:
  trigger = {
   event_target:equipped_artifact = { always = yes }
   OR = { #Either someone is alive to give it to, OR, it's something that is allowed to be destroyed...
    event_target:enemy_commander = { is_alive = yes }
    event_target:enemy_liege = { is_alive = yes }
    NOR = {
     event_target:equipped_artifact = { is_indestructible = yes }
     has_artifact_flag = flag_considering_donation
I misread the scoping so I'll put in a JIRA report on that one, the others are perhaps best directed to @blackninja9939 (or possibly @Divine )