Eu4 More Idea Slots Mod

Hi guys,
Here is my contribution for 'Europa Universalis IV' version

Aside from the official expansion packs, third-party mods are available on sites such as the Steam Workshop. The mods can modify or remove existing features, and add new features, such as new unit models or new gameplay mechanics. Europa Universalis IV has a large following of modders. SuperStates Mod EU4. Organization SuperStates Team (superstatesteam) Members. Flint (flint34). Important Notices. Please be aware we have lots of things planned but little time put in to them. The more time you can spare to the project the faster we can get this caught up. American Ideas Canadian Ideas Australian Ideas.

1.28.3.0. The table contains a script with the following features:
The features are DISABLED by default. For enabling any of them, just activate its script;
Note: There are HOTKEYS. Have a look at the Table Extras for more information.
Note: The scripts use the CE command ASSERT and will not load if it is incompatible with the running game version.
After downloading the table, copy it to the 'My Cheat Table' folder.
It is for CE 6.7
Big thanks to Vodos and Darkedone02for providing the game/DLCs (steam copy).
Big thanks to my PATRONS for providing the mean to get the DLC 'Cradle of Civilization' . Idea
For EU4 64bits tables, please check at viewtopic.php?f=4&t=10335#p103882
Cheers to all!

So you want to increase the number of characters you can use in Mugen huh?

Well, I will show you how to do just that, but first you need to ensure that the Screenpack you are using has enough space to add more slots.

Don't worry much if you don't, I will also show you how to decrease the size of the slots, so you can fit more.

Ok, let's get started.

I shouldn't have to tell you, that first of all it would be a good idea for you to backup your system.def on a different folder. Still, just in case, go ahead and make a copy of your system.def.
Ok, on with it then..

Open your data folder, and find the System.def.
OpenSystem.def
(The one you are currently using) and scroll down to find this:
Take a look at rows and columns.

[Select Info]
fadein.time =10
fadeout.time =10

rows =20
columns =12

wrapping =1
pos =93,10
s
howemptyboxes =1
moveoveremptyboxes =1
cell.size =10,10
cell.spacing =1

Ok, seen the rows and columns?
Those are the amount of slots that are in your select screen.
You can change them to whatever amount you want. Baring in mind that each row and column is multiplied times the number you add.

For instance, let's say you initially have 10 rows and 2 columns, this makes 10x2=20, so you have 20 slots in total.

[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []

Let's add the amount of rows and columns you see on my example. That's 20x from left to right (horizontal), and 12x up to down (vertical) columns. Like so:

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

This time you will have to multiply 20x12 to find out the number of slots you have.
So 20x12= 240
The example shows 240 character slots.

This is taxing however, since it will go off the screen.
But don't worry..

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Now, see the pos?

[Select Info]
fadein.time =10
fadeout.time =10
rows =20
columns =12
wrapping =1

pos =93,10
showemptyboxes =1
moveoveremptyboxes =1
cell.size =10,10
cell.spacing =1

This is the position of your selection boxes, so when you are happy with the amount of slots , you must center it to the screen.
Use the
posto do that.
The first number is the Horizontal position, and the second number is the vertical position.
Baring in mind that 0,0 is smack bang in the middle of the screen, but 0,0 it is not in the center of the slots.

The position is counted from slot one, on the far Top,Left.
you must take it from that position and adjust accordingly.
Look at the example as reference.

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Some screen packs reduce the cell size when the character select grid is moved further to the left.
If that´s the case, you may not need any further adjustments, but you may decrease the cell size too much.

If that´s the case try the following:

See the Cell Size?
[Select Info]
fadein.time =10
fadeout.time =10
rows =20
columns =12
wrapping =1

pos =93,10
showemptyboxes =1
moveoveremptyboxes =1
cell.size =10,10
cell.spacing =1

Ok, that's the size for your slots, so you have to make it small enough for all the slots to fit on the screen, but not too small that you wont be able to see the character's icon.

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NOTES:
You may want to play around a bit with the amount, size and position of slots, until you get it the way you want.

Some screen-packs will decrease the size of the slots/cells too much if you add too many, you can play around with the size a bit, but sometimes it will not make a difference, even if you increase the size of the cells.

You may want to leave your select.defblank, because you will be starting up mugen a lot of times to see if you are happy with the select layout, and Mugen opens a lot quicker if there are no characters to load.

We're almost done, I promise!

One more important thing. If you find the slots cover the character's portrait preview in the select screen, then justput an Xon the select.def, so no character goes over the portrait.

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Example. (Xs where character portrait is displayed)

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] x x [] [] [] [] [] [] [] [] [] [] [] [] [] [] x x []

[] x x [] [] [] [] [] [] [] [] [] [] [] [] [] [] x x []
[] x x [] [] [] [] [] [] [] [] [] [] [] [] [] [] x x []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

In the example, you need to count the amount of slots before, in-between, and after the portraits, and on your select.def, placeXs before and after character names.
Example.

Ken
Ryu
X ---- Spaces where character big portrait is displayed in selection screen
X ----
X ----
Chun Li

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Last but not least, have the following option like this while you are editing, you can later switch it back to 0 if you wish:

showemptyboxes =1
moveoveremptyboxes =1

That's all I can do for you.. the rest is up to you.
It takes quite a few attempts to get this right, but this is the easiest, quickest way to do it.
Unless you download a
Screenpack with more slots.