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Update: I went ahead and tried it on the latest stable release and it worked without a hitch. Have you tried disabling other mods? This is a Genotype mod - it shows Mutated Humans, True Kin, and Uplifted Animals as three distinct options.
I'll still try and update it, I know of at least one bug now regarding thrown weapons. And I want to beef up the subtype in general, as for some reason you can find these in the wild and they're massively understatted
As a balance thing I'd been considering taking off the horse hoof natural gear - do let me know if that seems like a good idea!
it LOOKS like the values carry over to the other genotypes, but they actually don't?? so, for instance, if you click mutated human first and then navigate to Uplifted, it will say you have 12 points to spend, but upon selecting a 5-point mutation it will drop to 6 points left instead of 7.
when creating a new character, if you click the Uplifted genotype first, and then pick a subtype, you'll only have 11 mutation points available to spend, even if you go back to the genotype page and switch to mutated human.
conversely, if you go to mutated human first, and pick a subtype, then back out to the genotype page and pick uplifted, you'll have 12 points.
i love to play as mutant animals and stuff and this is wayyyy more convenient than needing to screw around with limbsmith at the start of every run. plus actually having missile weapon slots makes a huge difference in the mid-late game
also i'd recommend the Mighty Thews mod to everyone using this!! adds a mutation that lets you get increased charge/jump range without having actual wings (not that theres anything wrong with that) and a slowly increasing boost to movespeed without being a hexapodal horsie (not that theres anything wrong with that either)