Is there a way to increase the amount of breath the girl recieves when breathing or slow the rate of breath decrese?
Unfortunately, this aspects of the game logic is hardcoded. It's defined in the
obj.Her class, in the form of various calls to the
g.addBreath function. Please note that SDT's
g.currentBreathValue variable is somewhat counter-intuitive: a zero value indicates comfort while a positive value indicates air hunger.
If you're using the
vanilla game then it's possible to proceed, but it's not very practical. If you're using the
SDT Loader then we can examine the game code and sketch out a quick fix.
// Pseudocode
public function checkPosition_l() : void
{
// Routine code; runs once per "tick"
if this.penisInMouthDist > this.deepthroatDistance && !g.penisOut)
{
// The girl's mouth is full. Normal breathing is not possible. Make her slightly more desperate.
g.addBreath(0.1);
}
else
{
// The girl's mouth is not full. She can breathe. Make her slightly more comfortable.
g.addBreath(-0.05);
}
}
It would be imprudent to directly modify the
checkPosition function, because it's involved in several other game features (hilting, wincing, deepthroat detection, etc). I think that the simplest (and least risky) approach would be to the
g.addBreath function via
lProxy. The modified function would apply a configurable factor to each increment or decrement. Thus, the girl's breath could be depleted twice (or half) as fast as usual - or she could recover twice (or half) as fast as usual. I'm assuming that the two factors would be independent, so that users could setup "slow depletion + fast recovery" or "fast depletion + slow recovery" scenario (or slow+slow, or fast+fast, or perhaps slow depletion
with no recovery whatsoever if someone wants to roleplay a snuff scenario).
This type of mod can be written fairly easily. It does
not require any licensed software; it can be created using the
Lightweight Mod Compiler. If there are any novice modders out there who would like to tackle this as an introductory project then I can walk you through the setup and provide sample code from previous projects. If nobody expresses any interest within the next few days then I'll just create the mod.
As a temporary measure, you could edit the
breathLevelMax and
passOutMax values in
Settings.txt. If you reduce the
breathLevelMax value then the girl will then the girl will tend to run out of breath more quickly - and she'll also recover more quickly.
If you decide to tinker with Settings.txt then please remember to keep a backup copy, in case you subsequently decide to undo your changes.
--------------------
Jaxx
's suggestion is valid. Even if you
don't intent to implement a solution via DialogueActions, it's still useful to consider the potential interactions.
The proposed mod
would work in conjunction with advanced dialogues. The DialogueActions code adjusts the
g.currentBreathLevel value directly, so it would
not be disrupted by our tinkering with the increment/decrement factors.
Still, it's possible that this mod could cause dialogues to misbehave by screwing up timing intervals which were carefully setup by the dialogue author. Let's imagine that the girl is supposed to "think" a series of three lines while she gradually runs out of air ... but with this mod she loses consciousness shortly after the
first thought. The second and third thoughts wouldn't occur, an important dialogue line might be missed, and the story might not proceed correctly.
This mod would be intended mainly for "sandbox" gameplay. Anyone using it in conjunction with a complex dialogue would do so
at their own risk.