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This was a relatively quick fix I slapped together so that the game would start with the mod enabled. I'm not quite sure I'm qualified to figure out how to fix this.
I found the original mod in my Workshop folders, but the files don't look similar enough for a direct replace unless I have instruction to do so (plus I think Steam may try to auto-update the mod if I did that and revert it to pre-overwrite state).
There isn't a "mod" folder in my Stellaris folder that I can conveniently drop the patch into, and I'm dubious weather adding such a folder would actually do anything. There IS a mod folder in my Stellaris Documents folder, but the contents of that folder are too different from the patch contents to make me think I should drop it there either.
1) Go to Documents -> Paradox Interactive -> mod.
2) Download the .RAR file.
3) If you do not already have WinRAR or 7Zip, get one of those two programs.
4) Extract the .mod file from the .rar file linked above.
5) Start the game launcher. Disable the old version, enable the new one.
And then you're done.
This is a completely separate version that doesn't go anywhere near where the original one was supposed to. The mod file goes in Documents\Paradox Interactive\mod, completely independently of the standard version by silfae.
No on all counts. The .rar file contains a .mod file, which goes directly into the folder Documents\Paradox Interactive\mod. At no point should you have to go into your Steam install directory to make this work.
Okay, now I'm seeing where problems are probably all coming from.
The inclusion of those files was a mistake. The .mod file is all you need. I think the contents of the .mod file got dumped directly into the archive separately, when they should not have been.
...
Seeing as this is causing a lot of people problems, I am going to try and get this fixed for 2.1 and/or fix some of the lingering issues, then post it as a separate Workshop item to get rid of some of this confusion. I had wanted to avoid that, because this was meant to be a stop-gap solution until silfae came back; but because Silfae isn't likely returning any time soon, seems I will have to take up the cause of supporting this mod on a more regular basis.
Ended up trying something odd that may help some people. Before seeing the reply i took all the files except the .mod file from the patch archive and overwrote the original extended synths archive with those files (other nonidentical files were untouched).
It seemed to have the desired effect. I started a new game and I can now switch to all the portrait options included in extended synths via the species modification screen at will, and they all seem to function perfectly. (for those of you who don't know, click on the portrait while you are on the species modifcation window to change the portrait to something else). I don't know if this was the desired result, but it seems to work with the 2.0 architecture.