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If I were to guess, I would say the most likely culprit being the xenotype data file stored in Rimworld by Ludeon/Xenotypes being corrupted, which I recall having to delete manually before remaking my "Yttikin" replacement for "Yttakin".
EDIT - And apparently yet another drawback. Every time you want to load your save file, you will have to first go into the mod options, edit the the custom race, add back the gender flags because they somehow still get lost, then rename it so it saves as a new version (so we'll go with Yttikin this time) and delete the existing one in order for it to continue working..
One can cheese it, but to avoid issues one first has to:
Deleting the Xenotypes folder in the Rimworld by Ludeon Studios folder (User Files/App Data/LocalLow)
Open XSC's options, and use Editor tab to create a new xenotype by loading the original (Yttakin for example), making changes adding gender flags and saving as a similar name(Ytterkin).
Use Faction tab, and move the slider for Yttakin Pirates to 100% of the new version.
@TheSevenSins - In theory you could use the method above to create new versions of modded xenotypes, assuming they show up as an available faction to screw around with (you will need both mods)
The drawback is these xenotypes will not have the originals info in game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3254345251&searchtext=export
It allows you to export patches of xenotypes, making them load instead of the original