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tsf4

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How is the JD/2.8 updating going?
 

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How is the JD/2.8 updating going?
Um what? Oh wait I see a 2.8 came out recently. So the answer is that there has been no progress made but at least I now know that there is something to be done. If the patch doesn't have overwhelming complex changes, I would expect something within two weeks.
 

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Um what? Oh wait I see a 2.8 came out recently. So the answer is that there has been no progress made but at least I now know that there is something to be done. If the patch doesn't have overwhelming complex changes, I would expect something within two weeks.

Just wanted to say thank you for your fine work. Your program has helped me avoid and solve a number of issues.

It's been a little odd lately, ignoring errors that are legitimate entries, but it's still very useful and I just wanted to take the time to express my appreciation of your work.
 

Jamie550

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Just wanted to say thank you for your fine work. Your program has helped me avoid and solve a number of issues.

It's been a little odd lately, ignoring errors that are legitimate entries, but it's still very useful and I just wanted to take the time to express my appreciation of your work.

There are some cases that the Validator is not capable of handling due to limitations (without lots of work), but if you report the incorrect issues I can certainly take a look.
 

Dewguru

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There are some cases that the Validator is not capable of handling due to limitations (without lots of work), but if you report the incorrect issues I can certainly take a look.

The main ones right now are the new else_if and else that we can use now. There's a couple others, but those are the two big changes from the recent 2.8 that I've been using the most and that Validator thinks I'm crazy for using. Which I fully understand it's not expecting those, since they were just added with 2.8.
 

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nmorrison1992

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I'm trying to verify my mod it's a submod for the Elder Kings mod - how would I do so, I seem to recall I'd do it by linking to the elder kings folder as the main folder then to my mod folder is that still the same? When I do so, it is telling me I have problems with other mods I have installed however, I am not interested in them
cett76
https://ibb.co/cett76

EDIT: I have worked out how to get it so that my mod is validating but not against the main mod that it's a sub mod for?
 
Last edited:

Jamie550

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I'm trying to verify my mod it's a submod for the Elder Kings mod - how would I do so, I seem to recall I'd do it by linking to the elder kings folder as the main folder then to my mod folder is that still the same? When I do so, it is telling me I have problems with other mods I have installed however, I am not interested in them
cett76
https://ibb.co/cett76

EDIT: I have worked out how to get it so that my mod is validating but not against the main mod that it's a sub mod for?
The main mod is whatever you type into the mod textbox. The idea being that that is the mod you want to validate, and if it depends on other mods, then you don't necessarily care about the errors on the other mods but only the mod you want to validate. And the Validator reads whatever you typed in's dependencies (and their dependencies, recursively).

However I don't understand; if you just enter your sub mod that you validate, shouldn't it work? Since all its dependencies, including the main-mod) should be specified and all "main mod" errors would be the sub mod that you want to validate. While other errors (including the main-mod) ones should also show up unless you choose to only show main mod errors.

If this didn't help please provide the .mod file of the mod you are validating as well as each mod dependency's .mod file (or if you can link to all the mods that will make things easier). And exactly what is the difference between you expect to see and what you actually see.
 

dubb19king

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Hey can anyone help me figure this out? I've been working on a total conversion mod for like the last month or so and i just download the validator, but once I launched it, the validator is telling me that it can't find my mod file. So then I tried to load up my mod for the first time, but instead of loading my total conversion mod. It loaded up the vanilla ck2 instead.
 

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Rydelfox

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Try just typing the mod name as The Loot of Power instead of typing out the full path. It works off mod names, and the path isn't part of the mod's name. Also, since your mod's name has spaces, make sure the name is in quotes in the .mod file (i.e. name="The Loot of Power")
As for it showing all the issues with vanilla, change the dropdown in the top right that says "all errors" to "mod errors"
 

zimxavier

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CKII:
- L is now a valid color character
- if a string containing non Latin characters is used for any custom commands, the Validator reports it as invalid string (example: String_seiðkonur)
- custom commands are actually case sensitive. Several commands in French and German are false positive (same letters, but cap/no cap)

and thank you for the Validator :)
 

dubb19king

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Try just typing the mod name as The Loot of Power instead of typing out the full path. It works off mod names, and the path isn't part of the mod's name. Also, since your mod's name has spaces, make sure the name is in quotes in the .mod file (i.e. name="The Loot of Power")
As for it showing all the issues with vanilla, change the dropdown in the top right that says "all errors" to "mod errors"
Okay great I've done what you said but now it's giving me this.
 

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knuckey

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Thanks for the update! Some false positives to report:

--- Error 1 of 1 ---
At <mod>\common\cb_types\AGOT_cb_types.txt [reclaim_ancestral_sword\on_success\FROM\any_artifact\hidden_tooltip\owner] (Line 2651, column 6):
Invalid node "owner" in scope ArtifactCommand (value is: <a complex type>)
--- Error 1 of 1 ---
At <mod>\common\cb_types\AGOT_cb_types.txt [reclaim_ancestral_sword\on_success\FROM\any_artifact\if\unsafe_destroy_artifact] (Line 2673, column 6):
Invalid node "unsafe_destroy_artifact" in scope ArtifactIfClause (value is: yes)

These were added in a recent patch



--- Error 1 of 1 ---
At <mod>\common\cb_types\AGOT_cb_types.txt [reclaim_ancestral_sword\on_success\FROM\any_artifact\else\transfer_artifact\from] (Line 2683, column 28):
"PREV" is not a valid ThisChar.
PREV points to ArtifactCommand.
However, a Char was expected.
Additional information: PREV points to ArtifactCommand.
However, a Char was expected.

PREV is a character here, the script used is:
on_success = {
FROM = {
any_artifact = {
transfer_artifact = { from = PREV to = ROOT }
}


--- Error 1 of 1 ---
At <mod>\decisions\councillor_decision.txt [targetted_decisions\reassign_councillor\ai_target_filter] (Line 398, column 3):
"none" is not a valid FilterTarget.

none is now a valid decision target



--- Error 1 of 1 ---
At <mod>\decisions\diplomatic_decisions.txt [targetted_decisions\ask_to_embargo\ai_will_do\modifier\FROMFROM] (Line 2119, column 5):
Invalid use of 'FROMFROM': This is not a valid place to use FROM.

FROMFROM scopes to third parties that were added to decisions in the last patch


--- Error 1 of 1 ---
At <mod>\decisions\diplomatic_decisions.txt [targetted_decisions\ask_to_embargo\show_third_party_score] (Line 1766, column 3):
Invalid node "show_third_party_score" in scope DecisionDef (value is: no)

Related to above


--- Error 1 of 1 ---
At <mod>\decisions\jd_decisions.txt [decisions\write_a_book\ai_will_do\modifier\NOR\government] (Line 233, column 6):
"theocracy" is not a valid Government or MaybeEventTargetChar.
--- Error 1 of 1 ---
At <mod>\decisions\jd_decisions.txt [decisions\write_a_book\ai_will_do\modifier\NOR\government] (Line 234, column 6):
"republic" is not a valid Government or MaybeEventTargetChar.

These are used in vanilla and appear to be valid


--- Error 1 of 1 ---
At <mod>\decisions\minor_decisions.txt [decisions\destroy_artifact\effect\FROM] (Line 1309, column 4):
Invalid use of 'FROM': This is not a valid place to use FROM.

In this particular hardcoded decision, FROM is an artifact

--- Error 1 of 1 ---
At <mod>\decisions\rip_various_decisions.txt [decisions\employ_court_physician\potential\OR\AND\OR\num_of_symptoms] (Line 535, column 7):
"0" is not a valid PositiveInt.

Here the script is num_of_symptoms > 0


--- Error 1 of 1 ---
At <mod>\common\laws\demesne_laws.txt [laws\first_night_0\revoke_allowed] (Line 1282, column 3):
Invalid node "revoke_allowed" in scope DecisionDef (value is: <a complex type>)
--- Error 1 of 1 ---
At <mod>\common\laws\demesne_laws.txt [laws\privilege_vassal_king\ai_will_revoke] (Line 1236, column 3):
Invalid node "ai_will_revoke" in scope DecisionDef (value is: <a complex type>)

These are present in vanilla laws/decisions


--- Error 1 of 1 ---
At <mod>\common\laws\succession_laws.txt [succession_laws\succ_offmap_succession\effect\succession] (Line 1044, column 4):
"offmap_succession" is not a valid SuccessionType.
--- Error 1 of 1 ---
At <mod>\common\event_modifiers\00_event_modifiers.txt [china_raid_active\multiplicative_trade_post_income_modifier] (Line 4917, column 2):
Invalid node "multiplicative_trade_post_income_modifier" in scope <anon> (value is: -0.25)

Both added in the last patch



--- Error 1 of 1 ---
At <mod>\common\artifact_spawns\book_artifact_spawns.txt [book_before_the_dragons\weight\modifier] (Line 894, column 3):
Invalid node "modifier" in scope <anon> (value is: <a complex type>)

modifier works in this location


--- Error 1 of 1 ---
At <mod>\common\artifacts\01_artifacts_books.txt [the_secret_history_of_culture\active\dynasty] (Line 1042, column 3):
"FROMFROM" is not a valid None, 0, MaybeEventTargetChar, OpinionClauseDefinedTypes, or DynastyId.
MaybeEventTargetChar: cannot be because FROMFROM points to <null>.
However, a Char was expected.
This is not a valid place to use FROM.

FROMFROM is the original artifact holder


--- Error 1 of 1 ---
At <mod>\common\artifacts\01_artifacts_books.txt [a_history_of_armor\siege_defence] (Line 127, column 2):
Invalid node "siege_defence" in scope ArtifactDef (value is: 0.025)


--- Error 1 of 1 ---
At <mod>\common\cb_types\000_dothraki_cb_types.txt [cb_minor_clan_revolt\is_valid_title\OR\FROM\has_landed_title] (Line 1614, column 5):
"PREV" is not a valid AnyTitle, MaybeEventTargetTitle, or No.
MaybeEventTargetTitle: cannot be because PREV points to CbTitleTrigger.
However, a Title was expected.

Title blocks in casus belli (like is_valid_title, on_success_title etc) do not appear to being read as title scopes. In this example the script is below:

is_valid_title = {
OR = {
FROM = {
has_landed_title = PREV
}
holder_scope = {
is_liege_or_above = FROM
}
}
}
 

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
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3.631
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Is there any way to have the Validator just check the mod only and not the vanilla files, or am I missing something obvious ? Every time I run it, even to check, say my mod's Decision, Event or CB files only it goes through every one of the vanilla files and spits out errors that it thinks that it finds in them.

Am I missing something or is this WAI ?