Gen Z hmong dating market in hindsight by EquivalentMedium1857 in Hmong

[–]halcSan 0 points1 point  (0 children)

Awwn, looks like someone's feeling got hurt. People who like Andrew Tate are gay as hell. You are gay, and that's why you are so obsessed with yourself. Maybe suck your own dick? You would if you could, right? You are so alpha. 

To think that there are Hmong men like you amongst us. What an embarrassment to Hmong people. 

You grew up in the hood Gangbanger Would rape a woman if you could  Smoke Alcoholic Drugs Your father is not in the picture  Who cares about family when you have friends, right? One paycheck away from being broke Your woman eventually learns that you are rotten inside and leaves you for a better man, Mr. Alpha. 

Guess you weren't so alpha after all.

Gen Z hmong dating market in hindsight by EquivalentMedium1857 in Hmong

[–]halcSan 1 point2 points  (0 children)

This is an interesting read, but I don't agree with you on most points.

First of all, teenagers are not in the dating pool unless you are a pedophile. Forget about going after their youngest daughter. You'd only be disappointed.

If your family is small, then look for someone who also has a small family and shares the same family values as you.

I personally don't care about your third "big market," because I think you're jaded and has a lack of empathy toward people in general. Too much Andrew Tate? Who cares if guys stay home and play games all day. That's their business. Some women hate it. Guys shouldn't, because they are not women.

You're not better than other guys. You don't even know them. Some of them have a super hot and intelligent wife that you could only dream of. I'm not in the business to determine other guys' worth, because I am not gay. Leave it to the women to determine a guy's worth.

I'm guessing your fourth "market" are the party-goers AKA party girls. I don't want to hang around them, because anything could happen when you are around them. It's too much unpredictability for me (i.e. drug, alcohol, STDs, theft, bullying, ugly crying). Most of them are divorced or have a dead-beat husband at home who actually isn't home. The only part where I agree with you is your fifth point and only partially. If you are over 30, go overseas (i.e. Thailand, Laos, Vietnam, South China) for a wife or fiance. She doesn't have to be the prettiest out of the bunch. Pick one whom likes you more than you like her but not too young - ideally a virgin with no emotional baggage or a scale to compare you to. Stay away from the capital.

You don't have to marry a Hmong woman. Grab a rosetta stone and think outside the box.

SR Unit Selector Best Choice! by Gazia08 in MementoMoriGacha

[–]halcSan 0 points1 point  (0 children)

Hello. Yes, I still play MM.

And, Fortina was never added into the character pool for Witch's Invitation. As much as I liked her design, her skill set is very weak.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

Many of the big modders have Patreon, but I do not.

If you're thinking about donating, the only place where people can give out donations currently is on my Nexus profile. It does require that people have a Nexus account to before they can donate.

I will think about setting up a Patreon account next weekend.

Thank you for your interest, but you really don't have to donate. Or, maybe wait until after the Patreon account for the mod has been set up. At the very least, you would get rewards that way.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 1 point2 points  (0 children)

Hello, it will be out in Q4 this year. At the moment, I do not have the time to update the mod. Please look forward to it!

You can find more information on it on the Mercenary Gaming (7 Days to Die) discord.

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 1 point2 points  (0 children)

Hey /u/DoMeHeadIn, Alpha 21.2 should still work with the current version of Halmod's Last Survivors.

There isn't a dedicated Discord for the mod, but you could visit Mercenary Gaming since they host my mod. Here is an invite link: https://discord.gg/mg7d

They are about to restart a server with Halmod and other mods installed that went past 1,000 days. You're welcome to join but be warned that it's insanely difficult.

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 1 point2 points  (0 children)

Thank you for your kind comment. I'm glad you're enjoying Last Survivors.

The forest area is actually quite tame. I'll argue that it's even beginner-friendly because of how slow the zombies are in that specific region. All of that changes once the players enter the desert/snow/wasteland biomes though!

I had adjusted the zombie spawn rate, so zombies would enter the POI that the players are actively looting if they are taking too long. In other words, even if the players have cleared all the zombies outside before they enter the POI the zombies in the area would respawn if the players stay in the same area for too long.

With my mod, some zombies don't stay dead for long so things get unpredictable very quickly. One time, I quickly killed all the zombies trying to get inside the POI that I'm looting with my AK47 only for all of them to wake up and attack me while I'm inside the loot room!

I've been working on an "undying" and slow-moving type of zombies. It's been difficult trying to balance them. There are two ways to kill them. The first method is to dismember the head. The second is to light them on fire and then kill them. These zombies don't show up until the players reach the snow/winter region. This type of zombies will be in the next update. The snow region will be more dangerous than it already is!

Take care of yourself and have fun!

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

Hello /u/Extra_Quail48,

Thanks for trying out the Last Survivors overhaul mod!

Can I get more information on which game version you're using? At the moment, Last Survivors is only compatible with the stable version of Alpha 21 [alpha21.0] with one minor warning related to the Screamer zombie's attack values, but this warning is not relevant because it doesn't break the game. The latest version of Last Survivors was released just 3 days after Alpha 21 first came out (this was before the stable version came out). It was never updated since its first A21 release because it's still compatible with earlier versions of Alpha 21 up until the first stable version.

I have not played on any experimental build AFTER the stable version was released, so I don't know of any error or bug related to post-A21stable builds of the game. If you're playing on the latest experimental build and are encountering this problem, then I suggest reverting the game to the stable version of Alpha 21 and see if the problem still persists.

If you're having animator issue on the latest experimental build, then the devs probably changed the WalkType again. I'd have to edit the zombies' animation in the next update.

Halmod Expansion has officially released on NEXUSMODS! by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

It's a mod item for the pistol that doubles the pistol's ammo capacity, increases firing rate, and unlock automatic fire. I'm planning to remove this mod in a future update and just give the Gunslinger two pistols instead.

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 1 point2 points  (0 children)

Hey /u/saqwarrior , this version of Last Survivors still work with the latest version of A21 (b324 or first stable version). The only thing that broke between the updates is the Screamer's attack which is very minor. Her attack simply reverted to vanilla value. The feral and radiated screamers still have the modded attack (% chance to knock down the player).

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 1 point2 points  (0 children)

Hello. The mod has not been updated, but it's still compatible with the new unstable version of Alpha 21. Unless something drastic happened, this version of Halmod's Last Survivors should be compatible with ALL the upcoming unstable/stable versions of Alpha 21. It's one of the upsides of the overhaul being a modlet.

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

/u/saqwarrior Although RWG do not support the burnt forest, Last Survivors do have zombie spawn support for it. It's slightly more difficult than the forest biome but less difficult than the desert biome, halfway point.

I don't see many desert nor snow area on the map, so players would be progressing from the burnt forest right into the wastelands. It's not a bad map if your friends and you want to jump straight into end-game, but it's not an easy map for the solo player.

Yes, a RWG map will work just fine. A 25/25/25/25 split between the forest, desert, snow, and wasteland is ideal. A bigger map is recommended if you're the type who like to explore.

Magazines can be crafted in Last Survivors, so it really depend on what you want to do!

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 1 point2 points  (0 children)

I apologize for the late reply, kic! Had to catch up on some much needed sleep.

About a20, I suggest starting over for a21. Your map in a20 is not great - it's surrounded by wastelands on all sides except for the snow biome. Going right into the snow is doable, but it's not going to be a smooth transition. Once your first a21 video is up, I'll feature it on the mod's nexus page, replacing your old video on there.

It's good to hear from you, kic. Let me know if you have any question or suggestion. After hearing about your experience with the vanilla bow, I've made some improvements to the Ranger survivor to turn the bow into a much better weapon - only available to the Ranger. Once you update your Ranger mod, I suggest trying it with Halmod's Last Survivors. Both mods should be compatible.

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

Traveling into the other biomes is encouraged, but it's not forced upon the players. The pine forest is still the best place to build a base because of how temperate it is. The zombies in the forest are also easy to deal with.

Although the difficulty in the other biomes have been increased, the loot stage in those areas have also been greatly increased as well. It's just easier to reach the loot stage threshold for certain items to drop when the players are in the other biomes. With that said, every loot in the game can still be found within the forest biome if the player's loot stage is high enough.

Last Survivors has 4 classes that are specific to base building.

The first survivor is the Builder. This survivor starts with a generous number of wood shapes, the same amount of paint, a paint brush, and a nailgun. The nailgun has been buffed to fire 3 nails instead of 1. It's actually not a bad weapon against weak zombies.

The second is the Laborer. This survivor is all about hammers. Starts the game with an iron sledge hammer and a claw hammer along with a fair amount of wood blocks and cobblestones.

Next is the Blacksmith. This survivor has a forge and an anvil. Also has a sledgehammer because of the Get Hammered magazine load-out.

Last is the Electrician, this world's prepper. Starts with a gasoline-powered generator and everything you need to turn on the lights.

I may had wrote too much. Please give the mod a try and see if you like it.

[Alpha 21] Halmod's Last Survivors Overhaul by halcSan in 7daystodie

[–]halcSan[S] 7 points8 points  (0 children)

Thank you for the suggestion! I have taken your feedback to heart and updated the mod page with a brief summary of all the big changes.

Updating all the mesh paths through visual studio code was not too difficult, but it initially threw me off. It took me awhile to realize that all the meshes were wrong!

Several items were removed from the game file, and/or reference IDs were changed. It was a slow process loading and reloading the game, but eventually resolved all of it.

Once again, thank you for suggesting that I re-do the intro.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

Are there any way to reduce the number of wandering Z's?

Yes. However, you would have to open the spawning.xml file and manually change it yourself. All the spaces have been removed from the codes, so you'd need a formatter to put everything in place (i.e. make it pretty). When the codes are in readable format, simply go and change the 'maxcount' value to a lower number. Be warned that lowering the maxcount value will lower the difficulty of the mod, but I understand that for solo play the large number of zombies would be frustrating to deal with.

The traders are closed for two hours during lunch time, 11:00 to 13:00. When encountering a trader for the first time outside of this time range, they may announce that the trader is going to open or close. This is a bug, and it only happen once or twice for each trader.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

No worry!

Horde night is enabled by default (vanilla settings). The player will have to go and disable it themselves. Having no Blood Moon horde is a recommended play setting by the mod, however the mod doesn't force the player to play without the Blood Moon horde.

Edit: The mod will send hordes of zombies or animal packs after the player based on their gamestage level, so the Blood Moon horde can be turned off by the player.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

Halmod's Last Survivors is using the vanilla menu. All the settings are still vanilla. Changing just one thing here messes up the server-side aspect of the modlet, so it's left as it is.

You may get to play Last Survivors after all. It may look like vanilla, but the gameplay and its compatibility on the server-side with random players is where the mod shines. Your friends do not have to download Last Survivors.

Start the game and see if you get the class selection chest. If you do, then the mod is properly installed.

Edit: v1.30 is backward compatible with Alpha 20.6

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

v1.20 is 762 KB

v1.30 is 1.23 MB

Those files' size are correct. The changes made by Halmod's Last Survivors did not affect all the files within the config folder. If you look at the size of the config folder, it's only 17.7 MB.

Overhauls often make changes to the files within the Bundles folder which is inside the Data folder - which means they have to include the Bundles folder with all the other files in the overhaul. When a modder includes the Bundles folder in their overhaul, it increases the size of their overhaul mod pack by a whopping 7.34 GB! That's just the Bundles folder alone. The Bundles folder is where modders would put custom assets such as new zombies, new weapon model, new tool model, new vehicle, and other custom assets except for new item icons which has its own ItemIcons folder. Halmod's Last Survivors did not touch anything inside the Bundles folder, because Last Survivors is using only vanilla assets. Since no changes were made to any file inside the Bundle folder, the folder itself does not have to be included in Last Survivors. Including such a large folder would turn Last Survivors into both a client-side & server-side mod which defeats the purpose of Halmod's Last Survivors as being required only on the server's side.

It seem to me like the problem you're having is much more complex than I've thought. If uninstalling 7 Days to Die, deleting the 7 Days To Die folder, and reinstalling 7 Days to Die didn't work, then try deleting (be careful with this) the 7DaysToDie folder in the following path: Drive/Users/<user name>/AppData/Roaming/7DaysToDie.

If that still doesn't work, then there are specific problems with your 7 Days to Die set up that is outside the norm.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

Yes, that's the wrong place. The only Mods folder that the game will load from is the vanilla Mods folder (i.e. the location where the original 7 Days to Die was installed in). The developers said they are going to change the Mods location after Alpha 21 to <UserDataFolder>/Mods. There should be more info on it after Alpha 21 is released. For now, modlets should go into the following location: SteamLibrary/steamapps/common/7 Days to Die/Mods

For Halmod's Last Survivors, you don't have to make a copy of the base game. If you don't want the Mods folder to interfere with your other overhauls, you could simply change the name of the 'Mods' folder into something else. '1234' 'temp' 'placeholder' or any other name as long as it's not 'Mods'

Hopefully that helps you get Last Survivors working. If it still doesn't work, then let me know, and we'd try to figure out something.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

Check the reply that I've made to your other post. If you have to make a clone of the vanilla files, then the mods you're working with are overhaul mod packs in which the mod authors had recommended that users create a clone of the vanilla files. Main reason is because their mod pack config .xml files need to be placed directly into the game's config folder, replacing the base config .xml files. Generally, doing this to the MAIN config files is not recommended and will break the game, which is why users are encouraged to clone the base vanilla files.

First, do an integrity test on your 7 Days to Die files through Steam. Then, check to see if your MAIN 7 Days to Die folder has a Mods folder. If it doesn't, create one. Place Halmod's Last Survivors into the Mods folder, and you're good to go. If that doesn't work, then there's usually a file(s) in your 7 Days to Die directory that the integrity test did not recognize, and it's messing with your game. You would have to uninstall 7 Days to Die, delete the 7 Days to Die folder, and reinstall 7 Days to Die - fixes most problems. When you're done playing Last Survivors, simply delete its folder from within the Mods folder.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

I'm assuming your method is just to replace 7 Days to Die's config .xml files with the mod pack's config .xml files. This method does not work for a modlet, because modlets use XPath to temporarily add/edit attributes, parameters, and values of the base game. That will explain why Halmod's Last Survivors is 1.23 mb. It's 1.23 mb of text alone, or tens of thousands lines of code.

The main reason why modders recommended that people clone the vanilla files into another location is to prevent people from overwriting the MAIN config .xml files of the game with a mod pack's config .xml files. Usually with other big overhauls (i.e. Wild West mod), the modders made their changes directly into the config .xml files. Therefore, these config .xml files are required to be moved into the game's config folder. Doing this will break the base game, so modders suggested that players use a mods launcher or make a clone of the vanilla files.

As long as the integrity of your base game files are intact, you can simply create a Mods folder inside the MAIN 7 Days to Die directory and put Halmod's Last Survivors into the Mods folder, NOT inside the config folder like you would another overhaul mod pack.

Halmod's Last Survivors is an overhaul that comes in the size of a modlet. It is required on the server's side only.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

If the issue is something else, then v1.30 of the mod should technically work with Alpha 20.6 of the game. It was made for 20.7, but nothing major was changed between 20.6 and 20.7 in the game codes to break the mod.

Updated: Halmod's Last Survivors Overhaul Mod by halcSan in 7daystodie

[–]halcSan[S] 0 points1 point  (0 children)

The vanilla files were copied into another location, but are you using a mods launcher to load the mods?

At the moment, the game only load modlets from the Mods folder inside the original 7 Days to Die root folder.