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When I use your mod, it disables both of the patches in the other mods, and makes it so that settlements never have slaves, except for the Empire.
As soon as I disable your mod, all the settlements have slaves again.
Therefore, I would recommend the creator of the mod modifies their mod to account for the intensity/severity (I'm not a coder so don't know quite how to make this, nor am I quite certain of the variable names, this is based on observation during the game and looking at game logs)
Why would it think that Jogger is a bad trait? I reloaded and did the ceremony again a few times, and it removed the same trait again on the same person, and the 3rd time it was gourmand on the same person. On the 4th attempt, I told that person to leave the ceremony before it completed, and it still removed the gourmand trait from them. I would expect that if a person leaves, they would not have the reward applied to them.
I have other people in the group with psychically deaf, chemical fascination, wimp, misandrist, creepy breathing, chemical interest, a second pawn with wimp, a third pawn with wimp, and misogynist.
https://imgur.com/a/TLx5EHz
1. 'RaceProperties' does not contain a definition for 'wildness'
2. 'WeatherManager' does not contain a definition for 'growthSeasonMemory'
3. Argument 3: cannot convert from 'bool' to 'Verse.ThingDef'
I wouldn't upload or share any of your files of course, just want to make a local change for testing to the success chance in Class1.cs, but like I said I can't get "build" to work even before I make any changes