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I will ask around but the only thing I can think of if it is bugging on 6 is to teleport past the section and then work backwards. I am not sure if doing that would bug the quest or not but it would get you past it. I believe it is [Cntr]-[Alt]-[T] in the UB1 menu options.
posted under the ISSUES heading on the github forum for the mod, included some heavily edited video to illustrate *ea file is limited to 10mb so, the quality is seriously reduced and they are clipped snippets put together):
https://github.com/SolastaMods/SolastaUnfinishedBusiness/issues/2190
I uploaded my save game from after gating from the room beyond Aksha, into the maze, to the GITHUB issues thread and ThyWoof asked me for step by step for the maze, which I supplied, and then I linked a to a YT video from a year ago I did, on the Maze with a standard 4 player party. I did the same things with a 56 player, as with the 4 player, and did NOT get the DOWN arrow to light on the floor, or the blue transition box in front of the UP arrow.
He OTH, said he did those same things, and it worked fine. I am REALLY confused by this. Both of us working off the same save, taking the same steps, in the same order, and getting different results. That is the precise OPPOSITE of what a computer program is supposed to do.
This may be a dumb idea, and its probably not this simple, but what happens if you try to use just 4 characters for this part? In other words dont group up your whole party and just individually move only 4 of your characters, and leave two behind for now. Since upon completing the puzzle it ultimately opens up the door to backtrack, once the puzzle's completed, you should be able to regroup your whole party at that point.
This all assumes of course that 4 characters will activate the teleporters the same way as it does in an actual 4 character party game. This is the part Im probably all wrong about however. But Id rather say it and look dumb and it not work, than say nothing and maybe it might have worked.
What im hoping for is that the teleporters are still activated with just 4 characters, and that its not based on how many characters are in the party as a whole. Theres some precedent for my line of thinking, though its sketchy.
Early on in that campaign when you have the two outpost garrison members tagging along as temporary party members, Ive noticed that the blue exit boxes will activate even if those two characters never enter it, as long as your 4 character party gets in there. Im hoping its the same here.
Even then, it didn't work at first, until I moved the spare characters close to the slabs, then it triggered correctly.
WHEN USING THE TELEPORTER FOLLOW THESE INSTRUCTIONS.
1. Make sure all members are in the blue area
2. Make sure the FIRST member in the party is in front of the activation button.
3. Select ONLY the First member of the party
4. Push the button.
I tried this saved the game reloaded and tried again it worked both times just fine.
Have fun!