Showing only mod errors covers the vanilla ones, but if I have to make small changes to a bunch of vanilla events, I need to adjust all the modifiers like to even if nothing there is changing. It's not a huge deal, just a minor annoyance.
This is complaining that the if clause doesn't have a limit within it. Which seems like you need some sort of condition for the if.--- Error 1 of 1 ---
At <mod>\decisions\scenario_decisions.txt [decisions\enforce_victory_AFFC\effect\if\any_war\if] (Line 291, column 6):
The required "limit" entry was not found.
any_war can use an if instead of a limit
--- Error 1 of 1 ---
At <mod>\events\birth_events.txt [character_event\option\if\limit\father_of_unborn\character] (Line 5479, column 35):
"0" is not a valid MaybeEventTargetCharTitle, OpinionClauseDefinedTypes, CharacterId, or Yes.
character = 0 can be used to determine if a character actually exists
--- Error 1 of 1 ---
At <mod>\events\court_events.txt [character_event\option\scaled_prestige] (Line 6542, column 3):
"-0.33" is not a valid ScaledClause.
Negative scaled_prestige works fine
--- Error 1 of 1 ---
At <mod>\events\dynasty_events.txt [character_event\trigger\OR\FROM] (Line 890, column 4):
No direct match found for FROM (is the casing correct?). However, other possible matches in scope CharTrigger were found.
Left: [ThisChar] Right: [CharTrigger] cannot be correct because of left: FROM points to <null>.
However, a Char was expected.
This scope was inferred to have scope Char, but the call at <mod>\common\on_actions\00_on_actions.txt [on_new_holder\events\66114] (Line 2716, column 3) is of scope Title.
Left: [ThisProv] Right: [ProvTrigger] cannot be correct because of left: FROM points to <null>.
However, a Prov was expected.
This scope was inferred to have scope Char, but the call at <mod>\common\on_actions\00_on_actions.txt [on_new_holder\events\66114] (Line 2716, column 3) is of scope Title.
Left: [ThisTitle] Right: [TitleTrigger] cannot be correct because of left: FROM points to <null>.
However, a Title was expected.
This scope was inferred to have scope Char, but the call at <mod>\common\on_actions\00_on_actions.txt [on_new_holder\events\66114] (Line 2716, column 3) is of scope Title.
Left: [ThisBattle] Right: [BattleTrigger] cannot be correct because of left: FROM points to <null>.
However, a Battle was expected.
This scope was inferred to have scope Char, but the call at <mod>\common\on_actions\00_on_actions.txt [on_new_holder\events\66114] (Line 2716, column 3) is of scope Title.
Left: [ThisWar] Right: [WarTrigger] cannot be correct because of left: FROM points to <null>.
However, a War was expected.
This scope was inferred to have scope Char, but the call at <mod>\common\on_actions\00_on_actions.txt [on_new_holder\events\66114] (Line 2716, column 3) is of scope Title.
Left: [ThisArtifact] Right: [ArtifactTrigger] cannot be correct because of left: FROM points to <null>.
However, a Artifact was expected.
This scope was inferred to have scope Char, but the call at <mod>\common\on_actions\00_on_actions.txt [on_new_holder\events\66114] (Line 2716, column 3) is of scope Title.
Left: [ThisSociety] Right: [SocietyTrigger] cannot be correct because of left: FROM points to <null>.
However, a Society was expected.
This scope was inferred to have scope Char, but the call at <mod>\common\on_actions\00_on_actions.txt [on_new_holder\events\66114] (Line 2716, column 3) is of scope Title.
Here FROM is the title to be inherited from on_new_holder
I've added some barronies to some provinces but it's giving me this error. The file has max_settlements defined correctly as does <mod>\common\province_setup\00_province_setup.txt Is there somewhere else this is validating against? The mod runs in 2.6.3.
--- Error 1 of 1 ---
At <mod>\history\provinces\1113 - Chagai.txt [max_settlements] (Line 7, column 1):
County only has 1 baronies
--- Error 1 of 1 ---
At <mod>\common\objectives\00_plots.txt [plot_kill_spouse\society_plot] (Line 609, column 2):
Invalid node "society_plot" in scope ObjectiveDef (value is: <a complex type>)
Added society_plot plot-filter. When the conditions within are met, the plotter will be able to invite members of their society to the plot
# Special: society_plot. When trigger fulfilled, anyone within the society can be invited. ROOT is the plotter. FROM is the target. FROMFROM is the society
The code was:This is complaining that the if clause doesn't have a limit within it. Which seems like you need some sort of condition for the if.
any_war = {
if = {
limit = {
defender = { character = ROOT }
attacker = { dynasty = 317 }
NOT = { war_score = -99 }
using_cb = claim_iron_throne_ACOK
}
end_war = reverse_demand
}
}
I think it is more like character = no.Is the same as "character = yes"?
That is correctValidator expects something like "scaled_prestige = { value = 2.0 }"; so you are saying "scaled_prestige = 2.0" is also good?
As I see, I was indeed calling the event elsewhere which makes the FROM a character scope.Validator is aware that on_new_holder would make the FROM scope Title, but it also believes that FROM was set to be Char elsewhere. Does anything else call the event? Otherwise can you point out where to download the mod?
Awesome !What the heck?
View attachment 251528
Used it yesterday (or so I thought), and didn't realize it was already past midnight then...
Really got me there, for a moment! Well done![]()
Of character=0 and character=no, which ones work? Right now according to the Validator yes works, so hopefully no works too. In which case that would be added and 0 left out to avoid having too many ways to do things.I think it is more like character = no.
I'd think all syntax that's valid to the game should be included. Perhaps one should issue a (disablable) warning.Of character=0 and character=no, which ones work? Right now according to the Validator yes works, so hopefully no works too. In which case that would be added and 0 left out to avoid having too many ways to do things.
The game will also accept "cHARacTEr" which the Validator rejects and will continue to reject.I'd think all syntax that's valid to the game should be included. Perhaps one should issue a (disablable) warning.
The game will also accept "cHARacTEr" which the Validator rejects and will continue to reject.
Assuming infinite time and motivation, sure. Since that's not the case, certain things such as differentiated warnings will be cut.But maybe it might be good to make it clear it is a different kind of error. I mean, warnings about the code possibly breaking down should be differentiated from warnings about casing and other things pertaining more to code style.
any_plotter = {
some_condition
count = x
}
I'm not sure if either works.Of character=0 and character=no, which ones work?