Version 5 of ACM Overhaul is still planned, but unfortunately it won't be anytime soon as I just have alot going on in my life at the moment.
An internal test build of Version 5 was released quite a while back, but I think alot of people missed it being in the huge Steam Thread.
Head to this youtube video and follow ThisNthaT's instructions and you will be up and running in no time!
The tutorial includes all the links you will need
Show some appreciation for ThisNthatT's hard work by giving him a like and subscribing! Thankyou everyone
Where we can see changelog for V5? Does it have any kind of bugtracker thread?
P.S. Is it possible to change M41a fire sound when you add higher rate of fire to original M41a sounds?
Hey Templar,
I just wanted to report some bugs I found. I installed the v5 beta and have encountered several npc spawn bugs and unkillable xenos. In the first scripted sequence a few npcs don't despawn and you end up getting duplicates on screen. In the Hadley's Hope level when Bella is learning that she's been impregnated, each npc is duped and you have a party of 10.
The above bug is annoying, but the invincible xeno bug is actually a game stopper. In the first level before Keyes blows the umbilicus, there's an unkillable xeno in the big firefight in the dropship hangar. If it helps, I chose faster, weaker xenos, and recruit difficulty. I know, I'm a wuss, but I really just wanna look at the game and revel in the nostalgia :)
Other than those things, the update is great! I think this version introduces the f6 function and de-warps the UI. I love it! For now though, I'll revert back to 4.5.
Thanks for your hard work :)
Btw, 3 things:
1. Is there a way to update 4.5 with only the F6 function and UI tweak from v5? Those changes are so good, it seems like they should have been part of the main game from the start.
2. Is there a way to revert the FOV changes back to vanilla? I find that the new FOV makes the motion tracker too small and the guns too obtrusive on the screen. Additionally, the FOV change on the run is too strong and doesn't feel like movement speed has actually changed, it's very distracting. Maybe an option in the installer for vanilla FOV?
3. The reload anims are odd. They seem to play at different speeds during certain parts of the anim. For example, the pulse rifle reload starts off slow, then at the last second, speeds up to what looks like 3x speed. Is it possible to make your anim speed changes uniform throughout the entire anim?
Again, thanks for your dedication to this game! :)
is there anyway of downloading the mod using ps3
God no, even if you had a modded PS3, which I highly doubt you do or you wouldn't ask an asinine question like that, you couldn't run this mod on it. Even other modded consoles, fleshed out mods like this are really still not even possible.
Only console games I know that can REALLY be modded, are like the Dreamcast port of Half-Life, and homebrew PC ports of open sourced games.
HOWEVER, there is an unreal 3 tool now that lets you compile homebrew games for the PS3 and 360 consoles, but it is not going to let you play this unless you really dug down deep and got in under the hood.
You can learn more about the way you can make homebrew UDX games with the engine. I am sure you could get the levels and stuff running with it maybe if you knew what you were doing.
Reddit.com
Bugs: Weyland soldiers, Hicks, and Xenos (like Crusher) duplicate in the Stasis Interrupted DLC