Through using some normally unused(at least in english c3 & ds) catalogue array tags, the game had the function to convert engine syntax into a different localized syntax, and vice versa. So for instance you could convert the engine's syntax of "name very tired" to "very tired name", "tired very name", "tired name very" etc.
While this is supposed to go 2 ways, due to the nature of personals, it only goes one way. So I could go from "name like crea" to "crea name like". But the game doesn't convert that to name like crea, and since it's an invalid way(to the engine) of expressing an opinion, no creatures recognizes it as such so no logic that happens when a creature expresses an opinion is done. And because of that, creatures will never respond to another creature expressing their opinion.
I believe this happens because when a creature hears another creature, what was originally that creatures name ( formatted as "p" ) become "c" or another creature's name, making it a completely different sentence format ( so for example, " poc" when heard by another creature could be "cop" ).
This is why version 1.5 can keep the syntax without allowing a loop, as when a creature hears an opinion it'll always be either in the format "coc" or "cop" as a creature can't respond to itself.
Included are 3 different options to change what a creature says when expressing an opinion.
LoopFixCPO will have creatures say "crea name like"
LoopFixPCO will have creatures say "name crea like"
LoopFixReverse does not change the syntax when spoken, but when heard the engine will not interpret it as an opinion.
You only need 1 of them installed in your catalogue folder. Having multiple will error the game.