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theStormWeaver

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@Jamie550 Have you considered migrating The Validator to .Net Core 2.0? This would allow users to run it on *nix, as well as Windows. I've migrated a half-dozen or so projects from Framework 4.6 to Core 2.0 (or Standard 2.0, in some cases) and it's not terribly difficult. You would have to make some considerations in regards to differences in file systems (and timezones, but I don't imagine you do much with those).
 

Jamie550

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Thank you for adding the new ignore duplicates flags for me. Unfortunately, they are not working and I am still getting all the duplicate warnings I was.
Do other ValidatorSettings work for you? Can you copy the exact errors here?

@Jamie550 Have you considered migrating The Validator to .Net Core 2.0? This would allow users to run it on *nix, as well as Windows. I've migrated a half-dozen or so projects from Framework 4.6 to Core 2.0 (or Standard 2.0, in some cases) and it's not terribly difficult. You would have to make some considerations in regards to differences in file systems (and timezones, but I don't imagine you do much with those).
UI is in WPF which is not I believe in standard or core. There is no CLI currently and due to the status of the project such a CLI wouldn't be added. So moving to Core/Standard wouldn't help much, ignoring the complexity of migration (which may not be too high, but given the project state wouldn't be worth paying).
 

theStormWeaver

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UI is in WPF which is not I believe in standard or core. There is no CLI currently and due to the status of the project such a CLI wouldn't be added. So moving to Core/Standard wouldn't help much, ignoring the complexity of migration (which may not be too high, but given the project state wouldn't be worth paying).

*facepalm* Of course. I can't believe I didn't think of the UI.
 

NoxBestia

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Do other ValidatorSettings work for you? Can you copy the exact errors here?

Most of the settings I use seem to work fine. The settings that don't appear to work are the ignore duplicate flags. Even the older events one still flags duplicates. Here is an example of what I get from the validator when I try to usurp event CK2's event id = 300:

Code:
--- Error 1 of 1 ---
Duplicate ID: 300
[1]: events\birth_events.txt (2150, 2)
[2]: <mod>\events\zz_NoxDPA-override_events.txt (23, 2)
 

NavigatorNebula

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This is a crazy minor nitpick, but would it be possible for errors found inside scripted triggers and effects to only show up once, rather than once for every place that uses them? It creates a lot of spam that can be hard to navigate.

edit: nevermind, I forgot that scripted effects and triggers capture their environment like closures. Maybe at least make it so dismissing one scripted trigger warning dismisses all similar ones?
 
Last edited:

Jamie550

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This is a crazy minor nitpick, but would it be possible for errors found inside scripted triggers and effects to only show up once, rather than once for every place that uses them? It creates a lot of spam that can be hard to navigate.

edit: nevermind, I forgot that scripted effects and triggers capture their environment like closures. Maybe at least make it so dismissing one scripted trigger warning dismisses all similar ones?
Linking warnings would be rather too tricky given the current scope and support of the Validator.

So, it turns out that the game doesn't use at all revoke_allowed and ai_will_revoke in decisions and mods. Maybe a warning should be added so modders become aware of this and stop including that in new laws/decisions.


Can you point to where this is stated if there is one?

Also what do you mean by "mods"? Is that just "laws"?

Not accepting these would be an easy fix though would be nice to get Paradox to remove them from base files first if they exist.
 

ngppgn

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Linking warnings would be rather too tricky given the current scope and support of the Validator.


Can you point to where this is stated if there is one?

Also what do you mean by "mods"? Is that just "laws"?

Not accepting these would be an easy fix though would be nice to get Paradox to remove them from base files first if they exist.

Yes, I meant "laws" instead of "mods" in that bits, nd no, sadly it was not in a public forum post.
 

Maal

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society_quest_event don't need a picture, like letter_event.
 

blackninja9939

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Ok, but was the person who claimed it a dev or other reliable person? If so I'm fine with removing.
Both revoke_allowed and ai_will_revoke can be ignored in laws, they do nothing and can safely be not included in laws.
 

Rydelfox

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I'm getting this error on an event
--- Error 1 of 1 ---
At <mod>\events\mythos_events.txt [character_event\trigger\FROM] (Line 4036, column 3):
Invalid use of 'FROM': This scope has no FROM due to the fact that <mod>\common\on_actions\mythos_on_actions.txt [on_artifact_inheritance\events\MYTH.54] (Line 306, column 3) has no scope.

It appears to be claiming that on_artifact_inheritance has no scope, so I can't use FROM.
Per artifacts_script.info:
# Scopes: ROOT is the character, FROM is the artifact, FROMFROM is the old holder

Also:
--- Error 1 of 1 ---
At <mod>\events\mythos_WoL.txt [character_event\immediate\if\FROM] (Line 12013, column 4):
Invalid use of 'FROM': This scope has no FROM due to the fact that <mod>\common\on_actions\mythos_on_actions.txt [on_crusade_creation\random_events\100] (Line 233, column 3) has no scope.

Per events\on_action_events.txt:
# new_character is the targetted enemy
# ROOT is the religious head
# FROM is the attacked kingdom title
 

vukica

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So, it turns out that the game doesn't use at all revoke_allowed and ai_will_revoke in decisions and mods. Maybe a warning should be added so modders become aware of this and stop including that in new laws/decisions.

This is not a good suggestion. I don't care about existing revoke_allowed and I'm not going to waste time removing them. Now instead of a few errors in decisions, I have 648. That doesn't give a good overview and hides real issues.
What suggestion should've been was "ignore whether revoke stuff exists". They are not "invalid nodes" they just don't do anything.
 

ngppgn

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This is not a good suggestion. I don't care about existing revoke_allowed and I'm not going to waste time removing them. Now instead of a few errors in decisions, I have 648. That doesn't give a good overview and hides real issues.
What suggestion should've been was "ignore whether revoke stuff exists". They are not "invalid nodes" they just don't do anything.
I intentionally and with full awareness suggested for it to be a warning rather than an error (warning as in, non-fatal and silenceable with some application flag or setting). And I hope there's some configurable flags to disable such warnings as desired, but novice modders should certainly be made aware of such things as these, lest we have them wasting time on coding useless ai_will_revoke blocks.