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Zgłoś problem z tłumaczeniem
(always prefer silly happenings to genuine "oh no, DF broke things" moments)
Adventure mode should also let you start as them for anything except chosen (usually ~200 years of world gen or so does give you chosen as option, too, simulation willing)
Currently not encountering problems when testing either of those.
(And no worries, I too would like this to keep working if possible (or at least as decently as Dwarf Fortress permits, hah))
Still, thank you for taking time to work on this and making it possible to combine both mods and keep them going.
Special organic material changes (tannable scale, etc) have been isolated into a submod linked in the description, which should be loaded together with this, replacing vanilla_materials (but can in theory be omitted if you prioritize another mod using the same hard replacement method and are fine losing some features).
Hopefully, this sort of vanilla hard replacing is only needed until a better organic material edit method is released (because my only other current option would have been manually editing every.single.creature, which I am not doing for fairly obvious reasons)
If you run into more issues, do report them.
Thus, looks like my prior message is just flat out wrong, so my previous temporary solution of using 51.13 still applies :/
(The particular pain point here is that changing organic materials is a lot of !!fun!! since you can't easily modify the templates, and doing it the way koboldcaverns did before now errors. Will have to think on that.)
(I also tried a fresh installation but no luck)