I would like to add that I have seen (maybe not on Midnight Sin yet, but on previous games) some, let's say, less than fully literate guys on this forum gave the dev and supporters shit when the game didn't work after installing some mod. Heck, I've even seen (though with another dev I think) complaining about bad programming and dev being unsupportive after their own fiddling with the files killed the save and/or the whole program. So I can understand the reluctancy to deal with these types.
What they don't realize is we would have to do a whole new set of testing from the beginning (intro); checking every scene, event, save(s) to see what, if anything the mod does, will do or could do to the game including trying to purposely break the game/saves. And we're not about to do that because we've already went through the rigorous testing multiple times before release. So to put it mildly, my job is to support Faerin and the game, not scrutinize a modders whims.
It's already been proven mods can and will break the saves in Faerin's games, regardless how much thought and care went into creating the mod. Look at the last game's thread as a perfect example of that.
We're not saying "don't mod the game or else", you're free to do whatever you want. Mod your heart out for all we care, but just don't come complaining to us that someone else's "good intentions" fucked up their game. That's not our fault and certainly not Faerin's fault, and we will not clean up someone else's mess.
We're already aware of at least one bug now (with regards to Madeline's 27 love stat bug). So naturally if we see any other reports aside from that one (which we don't expect but could still happen), naturally we're going to suspect a mod was used. And as was mentioned already, there's a key with every leak that's been on here. So having a "crack" to include a key (which changes with each update) is redundant.