Experience Aliens: Colonial Marines how it should have been when it first released. This heavily balanced and thoroughly play-tested mod is built for exciting, suspenseful and most importantly, fun gameplay.

Xenomorphs have seen the most improvements, with fixes to their behaviour and core mechanics to make them truly terrifying foes, dramatically shifting the tone of the entire campaign.

This state of the bad-ass art modification for Aliens: Colonial Marines reworks, reprograms and rebalances xenomorph AI, human AI, weapon mechanics, ballistics, animations, shaders, particles, decals, lighting, and engine features to get the best out of the game possible. This is truly the ultimate Aliens gaming experience!

If you would like to see the full list of changes included in the latest version of the mod, you can check out the changelog by clicking here.

This project is a work in progress and will be expanded and improved over time to try and refine the game even further to an enjoyable experience. We're open to suggestions and feedback to help shape the future iterations of the mod!

If you would like to thank TemplarGFX for the Aliens: Colonial Marines Overhaul and help support future updates, you can now donate to James through PayPal. Donations aren't expected, but they are greatly appreciated!

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RSS Articles

These together with the installer How-To's should hopefully mean no-one has any trouble getting ACM Overhaul installed!

Give ThisNthaT a thumbs up for putting all the time and effort into these, and if you like his videos subscribe!

The biggest BUG in the game is just one letter long

The biggest BUG in the game is just one letter long

News 14 comments

A typo found in the INI file after all this time appears to be one of the major causes for terrible AI mechanics in the game. Thankfully typo's are easy...

Graphical Quality with and without Reshade

Graphical Quality with and without Reshade

News 6 comments

Some examples of the difference in image and lighting quality using an updated version of Reshade.

TemplarGFX ACM Overhaul V5 - Complete Changelog

TemplarGFX ACM Overhaul V5 - Complete Changelog

Feature 8 comments

Here is a full list of all the changes added in TemplarGFX's ACM Overhaul V5.

ACM Overhaul V5 Internal Test

ACM Overhaul V5 Internal Test

News 6 comments

Fantastic youtuber ThisNthaT has created a very detailed and thorough installation guide for ACM Overhaul including where to get and how to install the...

RSS Files
TemplarGFX's ACM Overhaul V5 - Game Over Man!

TemplarGFX's ACM Overhaul V5 - Game Over Man!

Full Version 69 comments

Version 5 is finally here, adding new graphical overhauls to all levels plus reworks and fixes to a number of other features.

TemplarGFX's ACM Overhaul V4.5 -  Mini Update

TemplarGFX's ACM Overhaul V4.5 - Mini Update

Patch 72 comments

This "Mini" update brings game-play changes and bug fixes to balance the game out a little (hopefully). Ally AI is the Highlight of the show here!

TemplarGFX's ACM Overhaul V4 - Hadley's Hope

TemplarGFX's ACM Overhaul V4 - Hadley's Hope

Full Version 104 comments

Version 4 Improved installation, better Xeno balance, better weapon balance, more MP support and Hadley's Hope! Big thanks to Jonny Thunder for the installer...

TemplarGFX's ACM Overhaul V3

TemplarGFX's ACM Overhaul V3

Full Version 80 comments

"The Risk Always Lives" A big update to the everything! 7 difficulty options for all types of players! Completely custom built easy-to-use installer by...

Addon - Slower, Tougher Soldier Xeno's (V2)

Addon - Slower, Tougher Soldier Xeno's (V2)

Patch

Xenomorph Soldiers maximum speed and acceleration has been reduced, however their Health has been increased to compensate. No other Xenomorph types are...

TemplarGFX's ACM Overhaul V2

TemplarGFX's ACM Overhaul V2

Full Version 47 comments

Experience Aliens: Colonial Marines how it should have been when it came out. Heavily Balanced and Play-Tested for exciting, suspenseful and most importanly...

Comments  (0 - 10 of 637)
hardcore_gamer
hardcore_gamer

I like the idea of this mod but the fact that acid harms you pretty much ruins the game. I can understand what you were trying to do but in a corridor shooter like this where the enemies move fast it just doesn't make sense to make it so that you take damage if enemies are killed at close range. It completely breaks the game. Is there no way to disable this?

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pehi
pehi

What are you talking about? It doesn't even come close to breaking the game. It is supposed to be as close as possible to "Aliens". The idea is to increase the immersion of the game. Once you get used to the concept and memorize spawn locations the game starts to get easier over time.

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callumw103
callumw103

My friends and I were wondering if it's possible to make the motion trackers "Pings" audible? In the sense that if I have my motion tracker out my friends can hear the sound of movement closing in. because you can only hear your own motion tracker sounds at the moment.

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MilesGrimm
MilesGrimm

First off, let me say thanks for both the mod, and the installer - wonderful work!

Here is a brief description of the problem I'm having enjoying the game:
Point of aim and point of impact do not match. This is of course not an issue with the mod, but the original gameplay mechanics and the whole reason why I haven't played the game in years.

Now, to elaborate:
When aiming down sights, they bob all around, which is really no big deal, the problem is that the point of impact is completely unaffected by the sight movement. This can be observed most easily with the assault rifle(single fire in the mod) or the battle rifle(easy to see in OG and mod), by aiming down sights, firing one round, noting the impact location, and then waiting for the sights to bob off-target and firing again - the bullet goes the same place it did before, way way off of where the sights are pointing.

My question:
Where in the config files might I find the sway value, or some other means by which to correct this? The game would be thoroughly enjoyable if the sights accurately represented where the bullets go. I don't mind the sway at all, but the bullets need to go wherever the sights are pointing at the time. If this means I have to find a way to remove the static(not recoil induced) sway altogether, then so be it, I really don't care either way.

I am a moderately good marksman in real life, and I know for a fact that almost every single firearm is more accurate than it's operator. Even my 1858 New Model Army cap & ball black powder revolver is more accurate than I am. Yes, I have to hold the sights just slightly to the (left)side because they are not adjustable, but it works, and I know where the bullet is going.

Practically every other game with an aim-down-sight feature gets this right, and there must be a way to fix the problem.

Sorry for the rather verbose writing, I am not so good at explaining things in short.

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hunter986
hunter986

Is it normal to have poor performance, i have a GTX 1080ti 16gb RAM@3600mhz and i7 8700K @5.0ghz and am getting consistent frames between 30 and 40 FPS

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TheBlackSwordX
TheBlackSwordX

Hi, Great Mod! i love it!
but there is a bug in the Broadside Bug Hunt Map after 1-2 wave i become immortal. Any way to fix it? or you will fix this in v6?

Now i have two questions:
-Is possible to disable the "Dead Bodies remain in world" feature or reduce the quantities of bodies remain in the world?
-Is possible to resolve the laser sight bug when reloading the Combat Pistol?
Thanks for this mod <3

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EbonKnight
EbonKnight

So all throughout the iterations of this mod I keep hoping it will work. I have changed CPU's, GPU's, hell, operating systems, and still, as soon as I free the first dude in Distress and go through the door following him, the game hard crashes NO MATTER WHAT SETTINGS I put it on. Can some kind soul please provide a save game past this point (hell, even with the first mission done if need be) so I can finally experience this mod/game? Hit me up here or at eonspirit@hotmail.com Cheers :)

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m0thbanquet
m0thbanquet

Have to say again, thanks for all your hard work. Played it through with V4 and might well have to do it again with V5. 'Play' 'through' and 'again' - not a combination of words I ever expected to use when talking about ACM but such is the power of awesome mods like this.

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muerte2mortal
muerte2mortal

What difficulty addon could be recommended lore wise? loved faster xenos, those creatures became ferocius, died 4 times on the starting map :D. However i didnt do the tweak posted in the Biggest Bug artcile before testing the mod, maybe that could explain why at default the xenos were kind of slow and pasive.

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Highest Rated (7 agree) 10/10

For the first time the game got my heart pumping. While the story still sucks, you did the unthinkable. The game is FUN... Thank you. Thank you so much.

Apr 8 2016 by Gypsyraccoon

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