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After looking into the code, the way Primitive Tool's patching works prevents me from changing anything on my end. You'll need to petition the modder responsible for that one instead.
It's not so simple as turning the items back on: The patches they straight up delete the items if they don't find a 'matching' mod. I'd need to patch new defs directly into this mod, which goes against the spirit of a standalone utility mod.
No, the thingdef name for bones remains the same between all mods I've made based on RWOM: Bones.
This is because i'm using the packaged DLL from the original mod, which requires Bones to have a specific ID in order to function.
This does have a fun little utility of letting you upgrade this mod mid-playthrough into the full thing, or into a later version I have planned