This mod was made through Hex Editing to allow a more realistic movie experience by having the Pulse Rifle and Smartgun have correct ammo and rate of fire. This mod works in both MP and SP and is for the Latest Patch that just came out of the mod as of 11-6-2013.

Report abuse Pulse Rifle and Smartgun mod v1.1
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Nov 7th, 2013
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This mod changes the Ammo for Pulse Rifle to 95rds and max ammo 380, increase rate of fire to 900rds per minute. It also mods the Smartgun to have 1200 rds per minute and removes the 1 shot takes 2 rounds out of your ammo supply. Ammo last longer than before. This mod works in MP and SP and was modding using the Hexgen Program. The mod is fully tested and bug free.

Pulse Rifle and Smart Gun Mini Mod v1.1

Created by Firefly101

1. Copy and remove BOTH the PecanGame.upk and the PecanGame.upk.uncompressed_size, otherwise the mod will not work.
2. Copy the Colonial Marines folder of this mod into you Common folder under this address, unless you load your steam games somewhere else.
C:\Program Files\Steam\steamapps\common

This Mod is for the Latest Patch Gearbox released as of 11/05/2013.
I have completely tested this mini mod and it works perfectly in my game.
I do NOT have the DLC content so I don't know if there is a compatibility problem with this mod, but if it loads then its ok.
If there is a problem be sure to send me the PecanGame.upk that is from it and I can mod it to work with the changes.
This is a small mod but it adds alot to the game that wasn't there before and should have been.


1. Changed Pulse Rifle Mag count to 95, so if you have the double ammo perk you get 142 or something. I prefer using the stock 95rds like the movie.
2. Changed the Pulse Rifle rate of Fire from 545 to 900 Rounds per minute as in the movie.
3. Changed max amount of Pulse Ammo to 380rds so the player can have 4 95rd Mags
4. Changed the Smartgun to cost 1 round per shot, gearbox cheated and had 2 rounds wasted per shot! Now the weapon ammo lasts longer.
5. Changed Smartgun rate of fire from 600 to 1200 per minute as was in the movie.
6. Changed Ammo of Smartgun from 120 to 600rds in MP, since most play bughunt balance wasn't needed on their part.
7. Changed Ammo Max for Pulse Rifle to 380 instead of 200 for MP.

1. Adjusted Auto Turret to have better rate of fire 700rds instead of 450
2. Adjusted Auto Turret to use only 1 ammo per shot instead of wasting 2 rds out of the mag for 1 bullet! Same problem they did with the SmartGun.
3. Smart gun ammo in MultiPlayer does not display 600rds I cannot find the file to change it so the previous change did not work as should.
But the change to using 1 round instead of wasting two in the mag should give it a better feel and use.

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Pulse Rifle and Smartgun mod v1.1
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firefly426 Author
firefly426 Nov 7 2013, 12:28am says:

Please leave any feedback if you like the mod or have any issues.

This mod was made due to the fact there are NO current working mods that edit these items for Aliens Colonial Marines. I made this for myself but I know there are a lot out there that would like to share in using this mod.


+2 votes   reply to comment
Cilitbäng Nov 9 2013, 7:21am replied:

Great work!

It runs with all DLC´s too! How did you edit the upk files? I can´t do that after the 1.1.1 update.

+1 vote     reply to comment
firefly426 Author
firefly426 Nov 9 2013, 7:33am replied:

It was easy, I used the latest version of the tools and it worked, but I have the USA version of the game and that "may" make a difference. Great news on the DCLs I figured it would, about the only thing I cant get to work is the SG ammo in MP it still shows up 150 even though I changed the correct file syntax, there must be something else that keeps it at 150. But even with that, the change with the 2 shots to 1 allows the SG to last longer.

+1 vote   reply to comment
Sgt_Taichi Nov 22 2013, 12:31am replied:

This is a bloody godsend, I lost all hope when they disallowed Survival Mod, I can't thank you enough man.

If you can change timelimit of Bughunt, can you look into so that interval time between waves could be longer than 1 min?

Much appreciated!

+1 vote     reply to comment
Cilitbäng Nov 9 2013, 9:56am says:

Can you tell me wich tool´s you´re using? I´ll used UE Explorer in the past. For the most Unreal games it worked fine. Expect A:CM. ;-)

I don´t think there is a difference for the eu or us version. Otherwise your mod would not work for me. Steam games got one int. version. You only add the language pack for your location.

+1 vote     reply to comment
firefly426 Author
firefly426 Nov 9 2013, 7:38pm replied:

I am using HxDen and UE Explorer. The same as recommended to use to mod this game. It seems like something is preventing you from modding the game, but at least it is still moddable, and I was able to release something. Maybe that is why the other guy quit, he could no longer mod it after the patch?

+1 vote   reply to comment
firefly426 Author
firefly426 Nov 9 2013, 8:06pm replied:

BTW I found the location to change timelimit on the online game so in theory I should be able to change it from 6 minutes to 24+ minutes also how many rounds per game. I haven't tested yet to see if it works in game but I did find the settings. I wonder if anyone would want that change? You would think Bughunt should be a 24 minute game and not 6 minutes.

P.S. Dont forget to rate the mod so Others know its worth having.

+1 vote   reply to comment
Guest Nov 10 2013, 5:32pm replied:

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Cilitbäng Nov 13 2013, 4:35am replied:

Ok. thanx for the hint.

I will try it with those progs when I have some free time. I got the RAW data from the survival and weapon mod. Maybe I can exchange the PR with the Hudson PR or stuff like that.

+1 vote     reply to comment
Sgt_Taichi Nov 22 2013, 12:55am replied:

Glad you are still around Cilitbäng! Can't wait for your version as well. Thanks so much and keep up the great work!

+1 vote     reply to comment
Cilitbäng Nov 26 2013, 7:44am replied:

In Feburary I have some free time. Sorry, but it will take some time to do it. ;-)

+1 vote     reply to comment
firefly426 Author
firefly426 Nov 24 2013, 11:40pm replied:

I still can't figure out HOW he switched the models. I looked at the code and can't find where exactly to change it and to what. I am not an Hex expert so it a little hard, I think it should be possible to change muzzle flash and grenade effects. Problem is making sure it's stable there are many entries that have the same numbers so sometimes you have to copy alot of the numbers to make sure you got the right spot.

+1 vote   reply to comment
Cilitbäng Nov 26 2013, 7:48am replied:

I´ll try to paste the work from the survival mod into this mod. Maybe this is working at all.

+1 vote     reply to comment
zacury Nov 10 2013, 10:32pm says:

This is great!
but if you can change the pulse rifle model to M41A,(using the hudson's pulse rifle. the old model.
just like in the movie)it will be more AWESOME.
would you kindly do that? plz :D

+1 vote     reply to comment
firefly426 Author
firefly426 Nov 11 2013, 3:40am replied:

I'll look into it. It's possible as long as I am not ADDING to the file.

+2 votes   reply to comment
zacury Nov 11 2013, 10:38am replied:

Oh really?! :D
thanks man! that's so great news for me.

+1 vote     reply to comment
TheUnbeholden Nov 11 2013, 8:39pm replied:

woo if you manage it, that's gonna be awesome!

+2 votes     reply to comment
firefly426 Author
firefly426 Nov 11 2013, 10:47pm replied:

Don't forget to Rate the mod.

+1 vote   reply to comment
sjmin1215 Jan 8 2014, 6:22am says:

This is a great mod. Thanks!

+1 vote     reply to comment
Silent_lord Jan 28 2014, 9:19am says:

good mod but doesn't work.

1. Copy and remove BOTH the PecanGame.upk and the PecanGame.upk.uncompressed_size, otherwise the mod will not work.

what second file? theres only pecangame.upk in this download.

+1 vote     reply to comment
Cilitbäng Jan 30 2014, 9:26am replied:

Copy and paste the PeacanGame.upk.

And just delet the PecanGame.upk.uncompressed_size,. Done!

+1 vote     reply to comment
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Released Nov 7, 2013
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