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The issue in question was caused by me not having defined a level for either of these mutations. I've now pushed a patch to fix this.
I hope that you're enjoying the mod otherwise, and if you come across other issues, do let me know and I'll get on them when I have the chance!
This shouldn't affect gameplay in any way, it's just a typo on some unfinished quest-related content that made it into the live build. I'll push an update that fixes the typo shortly.
This shouldn't, in theory, cause issues for you or anyone else. Hope you enjoy the mod!
Something may be happening, so reporting: https://rentry.co/kk8z2en7
In an 'ideal world' scenario, I would wrap up the questline stuff I'm working on, at the moment, with the Tzuso mod really well and be happy with it then come to this with fresh eyes and honed skills with the systems to create something Ptoh worthy.
A lot of things regarding that are on the cutting room floor, at the moment, and I wanted to push this out as a proof of concept to start with and iterate on. There is an outline, on paper and in my head, for a questline and ways it'd work.
@Daisy You need the candle to use mental mutations on Motte if you use the preset loadout, which picks up Chimera (this is my intent with Motte). Without using the presets, you can ignore this limitation, but I see the presets as the intended way to play.