Tombstone
Content Creator
- Joined
- Oct 8, 2021
I am just having a 'elluva time getting BreathHack to do what I want it to do. Maybe it can't even be done. I think it's more likely that I am just doing something wrong. It IS an older mod, so perhaps something newer has broken it? I'm loading the mod via ".\Loader5.45\Mods\(CustomCharacterFolder)\Mods.txt", and "breathHackV1.mod" is also in ".\Loader5.45\Mods\(CustomCharacterFolder)". The "breathHackV1settings.txt" file is in the".\Loader5.45\Settings" folder, unedited from the default, and I have inserted the variable modifiers I'm trying to use into ".\Loader5.45\Mods\CustomCharacterFolder\Code.txt".
In short, I am basically attempting to completely shut off the breath/passout function entirely, while still being able to use DA's [KNOCK_OUT] and [WAKE_UP] triggers in dialogue.
This mod's "breathLossMultiplier=" and "breathGainMultiplier=" seem to be the keys to this, and if I'm reading the documentation right, setting the "Loss" multiplier to some huge number (like "99999999.9" or somesuch) and the "Gain" multiplier to "0.0", that should keep the Breath counter at 100% all the time, no matter what is going on, and yet the girl still loses breath!
Also, if I understand correctly, the 'g.passOutFactor" doesn't start changing until until the "g.currentBreathValue" reaches 0% (I know 'gain' and 'loss' are a bit counter-intuitive here, the higher the internal variable's value, the lower the UI counter's value), so if I can figure out the right setting to stop the "g.currentBreathValue" from incrementing at all, and keep the UI Counter at 100% all the time, no matter what, then the PassOut Multipliers shouldn't need to be changed from the defaults, right?
So assuming that's actually wrong, I set the PassOut multipliers as follows; Loss=(again, some huge number) and Gain="0.0", so even if the Breath counter drops to 0%, the Fatigue counter should either hold at 100% (this didn't happen), or drop to 0% (this did happen), and the girl should stay awake regardless. But she went off to dreamland anyway....
I even tried running the Loader in Flash debug mode, but nothing happened, so... The mod is doing... something. There's definitely some change to the rate at which she gains/loses breath/fatigue. But I can't seem to figure out how to control it, or make it do what the documentation says it should be able to do. I sent Mr. Stuntcock (the kind fella who wrote this mod) a PM before discovering that he's been MIA for some time. If there's someone out there who understands this stuff, and can point out what I'm doing wrong, I would be most grateful.
In short, I am basically attempting to completely shut off the breath/passout function entirely, while still being able to use DA's [KNOCK_OUT] and [WAKE_UP] triggers in dialogue.
This mod's "breathLossMultiplier=" and "breathGainMultiplier=" seem to be the keys to this, and if I'm reading the documentation right, setting the "Loss" multiplier to some huge number (like "99999999.9" or somesuch) and the "Gain" multiplier to "0.0", that should keep the Breath counter at 100% all the time, no matter what is going on, and yet the girl still loses breath!
Also, if I understand correctly, the 'g.passOutFactor" doesn't start changing until until the "g.currentBreathValue" reaches 0% (I know 'gain' and 'loss' are a bit counter-intuitive here, the higher the internal variable's value, the lower the UI counter's value), so if I can figure out the right setting to stop the "g.currentBreathValue" from incrementing at all, and keep the UI Counter at 100% all the time, no matter what, then the PassOut Multipliers shouldn't need to be changed from the defaults, right?
So assuming that's actually wrong, I set the PassOut multipliers as follows; Loss=(again, some huge number) and Gain="0.0", so even if the Breath counter drops to 0%, the Fatigue counter should either hold at 100% (this didn't happen), or drop to 0% (this did happen), and the girl should stay awake regardless. But she went off to dreamland anyway....
I even tried running the Loader in Flash debug mode, but nothing happened, so... The mod is doing... something. There's definitely some change to the rate at which she gains/loses breath/fatigue. But I can't seem to figure out how to control it, or make it do what the documentation says it should be able to do. I sent Mr. Stuntcock (the kind fella who wrote this mod) a PM before discovering that he's been MIA for some time. If there's someone out there who understands this stuff, and can point out what I'm doing wrong, I would be most grateful.
// BreathHack v1.1
// This mod alters the mathematical parameters of SDT's breath system, so that the girl will be more (or less) vulnerable to air deprivation.
//
// This is the settings file for the BreathHack mod. Please place this file in your SDT\Settings\ subfolder.
//
// The settings below will be applied during game startup. You can assign custom breath parameters on a per-character basis, by manually including special
// arguments within your character's charcode. Example:
// charName:SD chan;mood:Normal;bodyScale:1;breathGainMultiplier=0.5;breathLossMultiplier=2.5;passOutGainMultiplier=1.2;passOutLossMultiplier=0.7;
breathGainMultiplier=1.0
// Any INCREASE in air hunger will be multiplied by this value.
// Setting the multiplier to zero means that the girl will never become uncomfortable or aspyhxiated.
// Setting a large value means that the girl will experience air hunger more quickly. She'll still take time to actually pass out.
// Setting a small value means that the girl will have greater "endurance" and will last longer before she shows signs of distress.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.
breathLossMultiplier=1.0
// Any DECREASE in air hunger will be multiplied by this value.
// Setting the multiplier to zero means that the girl will *never* catch her breath. Once she begins to hyperventilate,
// she'll continue to do so permanently.
// Setting a large value means that the girl will recover more quickly from air hunger. She'll hyperventilate for shorter periods.
// Setting a small value means that the girl will have weaker "endurance" and will need longer to recover after deep throating.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.
passOutGainMultiplier=1.0
// Any INCREASE in fatigue will be multiplied by this value.
// Setting the multiplier to zero means that the girl will never become unconscious.
// Setting a large value means that the girl will pass out more quickly after she depletes her air supply.
// Setting a small value means that the girl will have greater "endurance" and will continue to struggle for air for a longer time.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.
passOutLossMultiplier=1.0
// Any DECREASE in fatigue will be multiplied by this value.
// Setting the multiplier to zero means that the girl will *never* reawaken. Once she falls unconscious, she will remain unconscious.
// Setting a large value means that the girl will recover more quickly from fatigue. If she falls unconscious then she'll reawaken
// more quickly.
// Setting a small value means that the girl will have weaker "endurance". If she falls unconscious then she'll need a longer recovery
// period before she'll reopen her eyes.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.
// This mod alters the mathematical parameters of SDT's breath system, so that the girl will be more (or less) vulnerable to air deprivation.
//
// This is the settings file for the BreathHack mod. Please place this file in your SDT\Settings\ subfolder.
//
// The settings below will be applied during game startup. You can assign custom breath parameters on a per-character basis, by manually including special
// arguments within your character's charcode. Example:
// charName:SD chan;mood:Normal;bodyScale:1;breathGainMultiplier=0.5;breathLossMultiplier=2.5;passOutGainMultiplier=1.2;passOutLossMultiplier=0.7;
breathGainMultiplier=1.0
// Any INCREASE in air hunger will be multiplied by this value.
// Setting the multiplier to zero means that the girl will never become uncomfortable or aspyhxiated.
// Setting a large value means that the girl will experience air hunger more quickly. She'll still take time to actually pass out.
// Setting a small value means that the girl will have greater "endurance" and will last longer before she shows signs of distress.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.
breathLossMultiplier=1.0
// Any DECREASE in air hunger will be multiplied by this value.
// Setting the multiplier to zero means that the girl will *never* catch her breath. Once she begins to hyperventilate,
// she'll continue to do so permanently.
// Setting a large value means that the girl will recover more quickly from air hunger. She'll hyperventilate for shorter periods.
// Setting a small value means that the girl will have weaker "endurance" and will need longer to recover after deep throating.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.
passOutGainMultiplier=1.0
// Any INCREASE in fatigue will be multiplied by this value.
// Setting the multiplier to zero means that the girl will never become unconscious.
// Setting a large value means that the girl will pass out more quickly after she depletes her air supply.
// Setting a small value means that the girl will have greater "endurance" and will continue to struggle for air for a longer time.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.
passOutLossMultiplier=1.0
// Any DECREASE in fatigue will be multiplied by this value.
// Setting the multiplier to zero means that the girl will *never* reawaken. Once she falls unconscious, she will remain unconscious.
// Setting a large value means that the girl will recover more quickly from fatigue. If she falls unconscious then she'll reawaken
// more quickly.
// Setting a small value means that the girl will have weaker "endurance". If she falls unconscious then she'll need a longer recovery
// period before she'll reopen her eyes.
// Default value: 1.0.
// Allowable values: 0.0 to infinity.