Progress update:
Good afternoon. I've been fighting this VN all morning. While porting the latest Core over I kept stumbling on code that just didn't seem correct... even with a slight hangover. Seems I borked the iPatch in the last couple of mod updates. I know I used the in-game "Tablet" to check the toggle via the MC's or Sister's bio info and they always changed... so I assumed all was good to go, but it wasn't. Bits of my previous code were blocking the actual in-game dialogue changes that were supposed to be occurring with the iPatch engaged. My bad, but it's now sorted.
While sorting that fiasco out I decided to implement a new subtle feature I just released in new "LustyVerse" mod... an audio cue for hidden items. I already gave the Player the option of the Doughnut Notifier visually (which is toggled On/Off in correlation with the ChoiceGuide) but now have implemented this audio cue. It's subtle and non-obtrusive (It's not a tornado warning siren but a soft "plop" type of sound). While getting cute with that I decided to push it further and push the Core code a bit more.
So, now the mod is 100% on it's own sound channel and can be adjusted independently of the VN's music and/or sound volumes. Here's a pic which will make all this make sense:
This method is now part of the mod's foundation and will carry forward to other VN updates in the future. This controls the sound I impose in the VN such as the mod's screens open/close transitions, the button press sounds, etc. This way you have more control over your experience. I'm not sure why I haven't already done this as I generally find a VN's sound effects to be too loud but when I decrease them it also decreased the mod's audio cues which kinda sucked. That's all now resolved.
Anyway, I've done more stuff but this is getting to be a wall of text so I'll stop here and go back to fighting the porting process. I think this VN hates me...