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edit: so I was playing around and realized that it works when using the randomize option but I have to chose what xenotype each time. will continue to play around and see if this is just me or if I actually need help.
A new version of the mod (1.4.2) has been released that should address the issues with custom xenotypes. Let me know if you are still seeing problems.
Thankfully, I can settle with changing my mod list whenever I want to play online.
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MOST IMPORTANTLY, THIS TECHNIQUE WILL LIKELY PRESERVE YOUR CHARACTERS AND SAVED CHARACTERS.
This was happening to me, and there was a specific work order I had to do in order to get this fixed. Under your 'Advanced...' options for eDb's mod, click open folder to browse to the folder holding this mod (remember this folder random numbers ##########). Next, unsubcribe from the mod on the workshop. (remember that folder from a moment ago?) Now delete that folder from your steamapps content folder. At this point there should be no trace of eDb's prepare carefully mod, except for your saved-character-manifest (no idea where this is store). At this point, when you subscribe to the mod again via workshop, you will need to reenable the mods in your mod list.
I can confidently say that I see that a fix is in place where the xenotype definition is now supported after a custom xenotype has been created. Unironically I had ran in to a bug on my campaign and tracked it back to this, not but 4 hours after the author updated.
This bug should be verified fixed. Thanks author!!
Anyone else? Be sure that steam updated you to latest version of the mod (1.4.2).
Apologies for this bug. I know it seems like it should be straitforward to fix, but the way the custom xenotypes work in the game make it a little more difficult to get it working than you would think.
Thanks @Pluto for letting me know. I will fix this.