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Sounds like you want suffering.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920983785
You CAN have a multi-species fortress with a little bit of work in vanilla, by creating taverns/libraries/guild halls/etc. open to visitors and accepting residents of diverse species. I've had elves and humans join my dwarven forts unmodded, and after some time (I think a few years?) they'll request full citizenship. This DOES NOT work with Monster Hunters, mind, and I don't know if it works with people asking to join for "Soldiering," but people who want to join to entertain or study will eventually want full citizenship.
But that DOES still leave you with your migration waves and initial embark monocultural. And will make it a lot more likely that your artifacts and other valuables will be stolen and/or you will have to spend inordinate amounts of time on the Justice tab scheduling interviews to discover nefarious plots.
DF Wiki suggests considering creating a faux multicultural entity by using castes to get around single-creature-type restrictions on entities, but I don't think it's possible to keep reproduction sane in that case? I could be wrong. https://dwarffortresswiki.org/index.php/Modding#Modding_civilizations_.28entities.29
(Also, full disclosure, I've never had naturalized migrants marry and have kids in my forts, but I don't know if this is because they CAN'T, or because they're often married already when they come visiting (but you could easily deny petitions from anyone with a spouse if that's the issue), or because I haven't run a fort with 2+ eligible members of the same species present for long enough for the sweet music to happen.
So, uh... a way to have a functioning multicultural fortress would be neat, but might be outside of what (Workshop) mods can do, at least for now. I suspect the single-creature-per-fortress thing mentioned in the wiki modding article is probably hard coded.