Rohani wrote: ↑21 Mar 2024, 22:36
This mod is a dream come true. Also, it allows to play MM 6/7 without going crazy from frizzy textures.
I have just finished a playthrough of all continents with the current version and patch, then the extra content, with a Jadame party (Dark Elf, Devlin, Elsbeth, Frederik Talimere, a dragon), reset the timeline, ended up on Emerald Isle with an empty purse
and found the letter, went to Tularea and subsequently Dagger Wound. I got curious whether I might hire an additional Frederik Talimere, since he was at his hut, but I could not, whether I had him in my party, at the inn, full party or only main char. I do not want to completely dismiss him, this group has run almost only main quests so far.
Problem: I don't get the 2nd power stone for the teleporter quest.
I tried to add it via console, digging the id from the object list in the Tables folder, but the ID (138) gives me only gold rings. Other Ids won't work similarly, only "1" will yield the simplest longsword as listed (English version, MM8 from GOG).
I'd appreciate any hints and help
Regarding the 50 Playable Characters, the game behavior I know in MM8 (or MMMerge at least) is that, any of MM8 story-based Recruits that are found in Jadame (excluding the 2 Recruits found in the Adventurer's Inn in the beginning), will still show as game 'events', in the first time, in their houses or the special spots (e.g. Simon Templar, Cauri Blackthorne, Blazen Stormlance), even if we have forced them (e.g., with mm8che cheat app) to move into our Party. We can Dismiss them from the Party and then they'll move safely to the Adventurer's Inn (so this seems to be disconnected from their respective 'events'). What is irreversible (without cheating), is Dismissing them
from the Adventurer's Inn itself. So far as I know, only Simon Templar's 'event' we'll spawn back in time, and can bring him back (to the Party or to the Adventurer's Inn), while any other Playable Character will NOT returno to their original house/spot (I haven't tried it out extensively); Fredrick Talimere won't go back to his hut if you Dismiss him from the Adventurer's Inn; but it's totally safe to Dismiss him
just from your Party. In case you accidentally Dismiss ANY of the 50 Playable Characters from the Adventurer's Inn, you may still bring them back to game thanks to mm8che (I only know the mm8che method): the missing Character needs to be cheat-moved directly to one of your Party Slots. Then, if you Dismiss it from Party, it will move to the Adventurer's Inn safely.
So, although those Characters' 'events' are timeline-unique (with a few exceptions: e.g., Simon Templar), each of the 50 Playable Characters only exist as one in the game at a time (in principle); so cannot Recruit multiple Fredrick Talimeres (unless you create many versions of him from Party Creation of course, or cheat-edit Characters to be like him; any of those would be fake 'clones', because they'll be using a different Character 'number'). But I guess it is possible to cheat-hack and put exactly the same, unique Character in multiple Slots... but this will likely crash the game eventually (?). I think I've tried that once in MM8... it's like, when you attack with that Character, all of its real clones ALSO attack simultaneously.
Note that, although Gold stored in the Bank does 'time-space travel' between the 3 Continents, currently the Characters on the Adventurer's Inn do not do' time-space travel' in the same way. Unless you never touched them (Recruited them to your Party) at least once, they will only show up in the Adventurer's Inn of the Continent they were Dismissed [from Party]. This is a bit confusing and annoying thing. I would prefer if they were 'space-time travelling', just like Gold in the Bank (or remained behaving just as the Recruits that are never Recruited to Party: these, will strangely 'space-time travel'; meaning, in whichever Adventurer's Inn you visit, for all 3 Continents, the Recruit will be there... how did he got there?!? he was on another Continent! Well, I have a strange 'theory': the Adventurer's Inn is an enigmatic place (maybe magical): just like the Sub from Dagger Wound Island to Regna, who has never noticed something odd about the fact that, the Recruits travel from continent [Ravenshore] to island [Dagger Wound Island] and vice-versa, while all they did was supposedely just resting inside one of the two Adventurer's Inn? There should be a Warp device inside those buildings!
).
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Other folks have mentioned alternatives, but I'm not sure of which Portal Stone you're referring to; the round one or the sharp one.
The round one (the "1st" I guess) is given as a Quest by the Lizardfolk's Leader in the village's prefecture. But it will only activate the Portal if you complete that Quest. So, I believe it is not about Recruiting Fredrick Talimere at all from his hut.
You should be able to get both Portal Stones from "Hint" of the Seer in Ravenshore, without using cheat/mod mechanisms...
However, I believe it would be imperative that the Quest must have been taken already.