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As such, I'm not sure when I'll have time to address that. Maybe in a few weeks? I suppose you'll have to temporarily uninstall the voice mod if you want to wander into that room. Or mute the audio. I understand that it's quite inconvenient, so I'll try to keep this on my list of things to do once I have time. Maybe I'll try to think of something new or interesting to add while I'm in there.
Basically, in that room, because you can drown or hurt yourself from falling, I figured it would be helpful to include an auto-healing mechanism that makes it so that you can freely test how much damage you take. But the way I did it (I think, it's been a while) was to input negative damage into the built-in hurt function for the player.
Now, you may think that this is incredibly stupid (it is), but with the way it was written, it properly accounted for negative values to heal, it wasn't like, broken. But anyway. You constantly take negative damage while you're in the room. My guess is that the hurt function triggers the hurt sound without checking whether it's healing or not, which is unfortunate, but understandable.
So basically, sorry about that, that's my fault. I didn't notice since I made this before voices were available.
This mod doesn't change the player template; in technical terms, it uses a dynamic spawn to create the default player template when the game starts. As a result, if another mod is installed that overwrites the player template, then it would affect the pawn's behavior when using the gallery.
More simply put, I didn't touch the player files, but other mods might have, which would explain why having other mods installed could prevent swimming from working.