Hehe, you are a hero ;-)

Did you use the simple '6 Players meta trick' only with adjusted DB_CompMax() or a fullblown version like the old 4 players ?

Two more prison chests in both Cyseal and Luculla might be required and DB_CompMax(2) needs to be unset or am I wrong ? I quickly looked over the code and I think that every party member needs a prison chest or a possible MoveAllItemsTo call would fail or never get executed, defeating the purpose of prison (in prison, fully armed with all lockpicks to escape ...).
And Baardvark's original version only set DB_CompMax(4) in INIT and did nothing else which could lead to 'event jittering' in the ProcCheckPartyState() procedure and is dangerous because DB_CompMax(4) might get set before DB_CompMax(2) depending on the file name, which would always make the check against 2 the final check.

In my simple tests I added two chests to each Luculla and Cyseal and added them to the chest database.
Something like

Code
PROC
Called_On_Party_Entering_Cyseal_Beach()
AND
SixManPartyDB_Enabled(1)
THEN
// Cyseal
DB_CompanionChest( "PRISON_CYSEAL", ITEM_CYS_ChestPrison5, CHARACTER_NULL );
DB_CompanionChest( "PRISON_CYSEAL", ITEM_CYS_ChestPrison6, CHARACTER_NULL );
// Luculla
DB_CompanionChest( "PRISON_LUCULLA", ITEM_LUC_ChestPrison5, CHARACTER_NULL );
DB_CompanionChest( "PRISON_LUCULLA", ITEM_LUC_ChestPrison6, CHARACTER_NULL );

// increase DB_CompMax() by 1 for each player without Lone Wolf
PROC
Called_For_Each_Player_On_Cyseal_Beach_First( (CHARACTER)_Player )
AND
SixManPartyDB_Enabled(1)
AND
CharacterHasTalent( _Player, "LoneWolf", 0 )// does not have Lone Wolf
AND
DB_CompMax( _OldMax )
AND
IntegerSum( _OldMax, 1, _NewMax )
THEN
NOT DB_CompMax( _OldMax );
DB_CompMax( _NewMax );


Additionally, I duplicated the code for Lone Wolf handling in _Global.txt, starting from line 897, only leaving out the dismiss call and the setting of .DB_HasLoneWolf() which increases/decrease the max by 2 instead of 1 with Lone Wolf. (ProcIncreaseCompMaxIfLonewolf() and ProcDecreaseCompMaxIfLonewolf() are only called during respec, and the event handler must be adjusted because a player could take Lone Wolf at any time, e.g. after a respec ... well, usually players probably have two Lone Wolves, so for them there is no reason to use such a mod in the first place, but one never knows.)
Could all have been done in _Global.txt directly, but I wanted to make it work without changing the original file ;-)
(the prison chest thing can be done in a separate file anyway)

There is also some problematic code I stumbled over in in DOSStart/END_NegaKingsCrab.txt, starting at line 462, creating too many tuples, resulting in double teleports later and teleporting companions on top of each other due to missing triggers. (Probably works though)

There is a good chance for some more problematic code.


Another question, did I understand the following correctly:
Setting the meta to 4 players does nothing but enable two additional players to join a multiplayer and adjust the assignment GUI panel ? Is the latter even made for 6 players ?