Truly, the game is a bit of a chore to play without the mods features.
That said, the current version of the game (v3.12b) seems to work with the currently released version of the mod (v1.12.1).
I've played 80%-ish of the game with the mod installed over v3.11, and while I've only loaded my save and checked the mod functions existed (Don't have the time right now to actually test), the game functions with the mod installed over v3.12b.
So unless Zeroshark says otherwise, I'm fairly certain you're safe to use the mod without waiting for a proper update.
As long as the scripts of new update is not change much, I think it will be fine.
Just checked the v3.12b, the quest log will have some error/text difference in there because there are new quests
Basically, the mod updates mostly add new monster info and their legendaries locations, some additional info and such. Basic features work just fine because platform is the same and will be the same as far as foresee reachs, because Swegabe said herself she does not plan to change or update her gamedev environment
since she is very old-fashioned about it.
Does not mean we are not waiting for mod update. We pretty much do.
I generate the mod data like monster info, scholar, etc, using the scripts. My plan is to make that function in mod it self, so if new update come you can just generate mod data by yourself, but the implementation is kinda dumb and so mess, I read every map file and filter it out for mod data
If I had more time to clean up I'd put it in the mod
Once launched the game...
I thought i had fix it that problem before. I'll try to fix it in next update
do you change the file name game.exe / game.ini ?