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Baits might need to be remapped in your game.ini to use the resources from this mod. Thankfully, this mod has all of their resources listed in a google doc, so you can find everything you need to change any recipe from any mod to work with this one.
IT also has a discussion about changing bait to work with stacking mods that is basically the same idea: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/1251632107/1692659769949784578/
Here's an example from my game.ini to change the meat bait to use meat from the hunted:
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_Bait_RawMeat_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=12.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="DA_PrimalItemConsumable_RawMeat_Child_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Sparkpowder_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false)))
The only real change is to add the DA_ prefix to the meat, so you can change all the bait the same way if it needs it. You may also want to change the trophy bait to use the 'dna' drops from this mod if you don't want to wait for them to decay to regular trophies before you can use them.
This worked for me. The only problem I have so far (after correcting some of the bait recipes) is that some dinos don't respond at all to Immersive Taming, despite being detected correctly by the Immersive Taming journal and being enabled. DA_Raptors, specifically, totally ignore baits. Otherwise, it's a great combo.
You definitely need to turn down the default settings in Immersive Taming though - they are way too overpowered to fit well with The Hunted.
I halved the default affinities in my single-player game.