Description

Aliens Colonial Marines Overhaul (ACMO for short) has always been about getting the best out of every aspect of the game wherever possible. There is no denying the game even after patches was lackluster at best. The AI sucked, the gunplay sucked, the story was eye-roll worthy and the characters under developed and overly cliched. It was not all bad though, and it had its moments. The levels could look fantastic, the weapons look great and the sound is very faithful to the source. ACMO is primarily focused on three areas of the game, AI, Gunplay and Graphics. Each area has been heavily tweaked, playtested, balanced and tweaked some more to get the best out of every mechanic possible. While there is nothing that can be done about the story the rest of the game is much more enjoyable than it was before with more varied and improved gunplay, unpredictable and deadly xenomorphs and darker atmospheric lighting and effects. See below for a full rundown of the changes!

Preview
ACMO V6 MODDB SEP2020
Post comment Comments  (0 - 50 of 56)
CplDwayneHicks11
CplDwayneHicks11 - - 18 comments

Love The Overhaul Graphic. Well Done Templargfxs this is my true Aliens Day. Show your Support everyone and make sure you say Oorah To Ashes!

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HolyOrangeJuice
HolyOrangeJuice - - 34 comments

I've never played the game or the mod until now. I played the first mission and ran into some problems.

1) Picking up ammo. Sometimes the game shows the circle with line through it when I am clearly low on ammo or have no ammo. It will refuse to allow me to pick it up. Even one time I was 0/0 on shotgun and it would not let me pickup shotgun shells. It seems random.

2) Steam still tries to launch the game when closed. I thought I read that it was fixed. I just close steam to cancel the launch.

Otherwise, I'm having a good time :P

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jamesdickinson963 Author
jamesdickinson963 - - 399 comments

Ammo caches are randomized so to begin with you will see ammo for weapons you don't have yet.

It sounds like the batch file did not run correctly and apply the fix. Copy the batch file from the zip into the game install and run it again (not as administrator!)

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Xrain247
Xrain247 - - 5 comments

Go to the steam directory where the game is installed and right-click on the ACM exe properties and only let it start as administrator then steam should not start the game after quitting it helped me

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matt1626182179
matt1626182179 - - 1 comments

Did you find a fix for this, I am at the gravity well and have not found a single drop for the pulse rifle so far. Seen plenty of ammo that look like the correct clip but the game won't let me pick it up.

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Guest
Guest - - 689,489 comments

Regarding #2, that happens even with the base game. Go find the ACM.exe in the game's installation directory, right-click, go to the "Compatibility" tab, and check the "Run as Administrator" checkbox. This will stop the game from restarting over and over.

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WackyModder[84]
WackyModder[84] - - 403 comments

To clarify before clicking download:

Are the Quicktime Events (Pounces) fixed since the last preview build? 😂

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jamesdickinson963 Author
jamesdickinson963 - - 399 comments

depends what you mean by fixed lol

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WackyModder[84]
WackyModder[84] - - 403 comments

Fixed, as in, NOT flat-out broken like in TheSpoons313's V6 Test Build Stream here:

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Xrain247
Xrain247 - - 5 comments

Have a CTD in Misson 4 where you have to go through complex and then go up the stairs then you have to weld the door open then the game hangs and then I'm on the desktop

Without your mod it works without any problems

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jamesdickinson963 Author
jamesdickinson963 - - 399 comments

Thats no good! I will have a look into it

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Xrain247
Xrain247 - - 5 comments

thank you

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IRONMONKEY88
IRONMONKEY88 - - 15 comments

yes same with me too at the very same point (no hope in hadleys) game hangs then crashes to desktop when you go to use the weld/cutting tool : (










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Guest
Guest - - 689,489 comments

yeah!

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Guest
Guest - - 689,489 comments

Hi! Just got the mod installed and I've been playing a few missions with it. Unfortunately, in Hadleys Hope when you have to slice through the control room door my game crashes every time I attempt it. Any idea how to fix it? I know v6 just came out
Edit: Legit just noticed someone asked the same question lol

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Valorin
Valorin - - 35 comments

First and foremost: YAY! It's finally here! Was waiting for ACMO 6 for a while now! Thanks for your tireless work!

Also, is there any way to turn off randomized ammo?
Whenever I play through the game I usually reset my save so I start from scratch, picking up the weapons where I usually find them making progress. I really like it like that and would also want the ammo drops to be vanilla again.
Can you point me to a file or pack where I might change it back?

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kr3m
kr3m - - 14 comments

Yikes... Game just wants to keep loading every time I exit.

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Valorin
Valorin - - 35 comments

That's not the mod though, that's just "normal" behavior. Actually the mod should fix that.

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Jup_Kozlowski
Jup_Kozlowski - - 217 comments

Just set the acm.exe in the gamefolder to admin and the game won´t restart. This is a Steam-Client bug and got nothing to do with the game itself.

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burghard.reinsch1
burghard.reinsch1 - - 42 comments

See the installer batch fix. The fixed exe that is supposed to be installed was not being installed.

It was supposed to end up installing and looking like what is seen in Steamcommunity.com

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Valorin
Valorin - - 35 comments

Also got some feedback on difficulty:
That scene where you have to disconnect the fuel lines from the dropship is pretty unfair. I'm playing on Soldier difficulty and basically being a two-hit while npcs are kinda useless, xenos favor me as a player and jumping me from behind while I'm shooting at another one coming at me makes this checkpoint pretty annoying.
It's fine in Coop I think, but in single player it's more like gambling than actually based on skill.
Sure, Xenomorphs should be deadly at close range, but at that particular checkpoint it crosses the line from challenging to frustrating for me.
No salt here, just giving feedback. :)

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Valorin
Valorin - - 35 comments

Some more Feedback on the whole thing, now that I played through the campaign again (with patch 6.2):
- Used addons for no additional smartgun spawns, overhaul WY and Aliens (mostly)and changed ammo spawn back to need-based vanilla settings.

- WY troops often do very little damage and didn't throw a single campaign (Soldier difficulty). Bug?
- Aliens basically two-hit me, which often is a good thing since that's just what they do. It leads to a few frustrating scenes though when they come from all sides and there's basically damage out of nowhere with little chance on preventing it (dropship fuel lines scene). On my playthrough it made the difficulty very inconsistent with insane spikes and a lot of trial and error on Soldier difficulty.
- The button-mashing to defend against Alien pouncing should be done a bit faster, otherwise the amount of damage received is a bit too punishing in my book.
- I'd love options to turn back pickup spawns back to vanilla and revert balancing for weapons as well. Those flamethrowers at the derelict entrance for example are classic. They _need_ to be there to purge them with fire... I get that weapon stat changes are mostly made for balancing, but I'd love to have them closer to vanilla concerning the order of usefulness.
- Allies very often stay behind, even at crucial moments, which can be kinda frustrating sometimes and break immersion. I saw this is included in the description and seems to come as a side effect of the AI overhaul, but I think it's still worth mentioning since it changes difficulty a lot in some places.
- Aliens really seem to love the player. It's been a long time since I played ACM unmodded (INSANITY!), so I'm not sure it's the mod or just vanilla behavior. It's kinda weird and annoying to see Aliens go past all those juicy targets to get to me.
- Spitters were very unpredictable for me. I think I read something about faster acid spitting and maybe it's that, but it's kinda annoying sometimes and seems like damage out of nowhere with no way to avoid it.

Keep up the good work!

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Guest
Guest - - 689,489 comments

This comment is currently awaiting admin approval, join now to view.

KellyInAWheelieBin
KellyInAWheelieBin - - 1 comments

Hey there, would you be able to link to the vanilla ammo spawn mod, or tell me how you did it? The mod is great but I'm getting super frustrated by the lack of ammo even on Soldier difficulty.

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parse99
parse99 - - 2 comments

When I try to start the game after installing the mod I get this message.
Ambiguous Package name:'D:\steamapps\common\Aliens Colonial Marines\PecanGame\CookedPCConsole\._DEFCHA_CMBella_SF.upk', not 'D:\steamapps\common\Aliens Colonial Marines\PecanGame\CookedPCConsole\._DEFCHA_CMOneal_SF.upk'

Any ideas what I'm doing wrong?

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Heroflex
Heroflex - - 16 comments

Previously I was getting a crash to desktop at the same point in the game and thankfully that is now no longer happening. Did encounter one bug though, an invincible merc, emptied an entire Smart Gun clip into the guy and he just kept on trucking. Reinstalled my reshade preset and it looks fine after revisiting the in-game brightness slider.

Thanks for your work on this mod.

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KenjirooxS
KenjirooxS - - 7 comments

hi i'm new to this first consultation
the mod works with non-steam games pirate bone? postscript no need to crack just iso

and second install the game I started it for the first time to see if it works ... then I left delete the aliens folder in my documents then I put the v6 files in progrma files x86 / ACM and I replace and execute the bat file a box appears black, I press enter, it closes and now I hit the game and now nothing starts, only the templar logo comes out, and that's it?

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KenjirooxS
KenjirooxS - - 7 comments

The language affects the installation, I am Spanish

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Guest
Guest - - 689,489 comments

I'm having a glitch with the powerloader/raven fight where I can't inflict any damage to the raven

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Guest
Guest - - 689,489 comments

When playing the Rampant Mission, I experience a crash every time after leaving the Queen containment area and reach the objective for finding the hostage marine. the Mod has been wonderful up to this point. Not sure if it matters, but this is occurring during co-op campaign. We haven't had any other issues! Thanks for the help!

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gterrman4
gterrman4 - - 4 comments

Same thing happening to me

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UMFUKKA
UMFUKKA - - 1 comments

My game wont launch at all. Can anyone help me?

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KenjirooxS
KenjirooxS - - 7 comments

x2
help!

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Guest
Guest - - 689,489 comments

Had to fresh install windows after reformatting all drives ACM works again. I want to use this mod but plan on playing TDM comp.

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KenjirooxS
KenjirooxS - - 7 comments

Am I the only one who happens that the game does not start after the ACM logo appears templar overhaul?

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gterrman4
gterrman4 - - 4 comments

Stuck on the first door on mission 10. Can't cut through it at all and objects have bouncy physics when I shoot them. Also I can't die at all.

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burghard.reinsch1
burghard.reinsch1 - - 42 comments

I think the installer batch file is not correct.

It deletes itself prior to completing the ACM_fix rename. which means it doesn't complete anything after the delete action (line 20)

Current Result:
```
ACM Overhaul V6 Mod Enabler
---------------------------
This file deletes game files to allow modded file usage
Also installes the never-ending reboot fix by Kasugano
If you are installing on an existing ACM installation, you will need to
Delete/Rename the folder My Documents\My Games\Aliens Colonial Marines\
Skipping this step will stop the changes applying to all levels
Including Bug Hunt and Stasis Interrupted
ECHO is off.
Version 6 should not be installed over an earlier version of ACM Overhaul
Use Steam 'Verify Game' to revert your installation to default
Press CTRL+C now to cancel
Press any key to continue . . .
Could Not Find F:\Games\Steam\steamapps\common\Aliens Colonial Marines - Copy\PecanGame\CookedPCConsole\DEFGEN_UnlocksVersus_SF.upk.uncompressed_size
The batch file cannot be found.
```
- Note, no complete!
- Binaries\Win32 directory has ACM.exe and ACM_fix.exe

I thing the fix is to move the 'Del ACMOverhaulV6Install.bat' to the last line after the pause. (I REM'd the first Del and the cls to allow an actual log result)

Fixed result:
```
ACM Overhaul V6 Mod Enabler
---------------------------
This file deletes game files to allow modded file usage
Also installes the never-ending reboot fix by Kasugano
If you are installing on an existing ACM installation, you will need to
Delete/Rename the folder My Documents\My Games\Aliens Colonial Marines\
Skipping this step will stop the changes applying to all levels
Including Bug Hunt and Stasis Interrupted
ECHO is off.
Version 6 should not be installed over an earlier version of ACM Overhaul
Use Steam 'Verify Game' to revert your installation to default
Press CTRL+C now to cancel
Press any key to continue . . .
Could Not Find F:\Games\Steam\steamapps\common\Aliens Colonial Marines\PecanGame\CookedPCConsole\DEFGEN_UnlocksVersus_SF.upk.uncompressed_size
Complete!
Press any key to continue . . .
The batch file cannot be found.
```
- Binaries\Win32 directory has _ACM.exe and ACM.exe

Also we should fix the Echo on line 10, Echo without anything causes batch to print if echo is on/off. 'Edho.' without the quote(') but with the period(.) forces an empty line to be echo'd which is what I think is wanted. (ref: Stackoverflow.com)

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ZachFett
ZachFett - - 161 comments

Thanks for the changes to Hudson's Pulse Rifle! Glad to see we finally have a movie-accurate Pulse Rifle (ignoring Ripley's) now that it's full auto and the decals were removed.

Three questions for you:

1.) Is there a way to rebind the HUD toggle key to something else?

2.) Have you found a way to disable chromatic aberration? I already know about the HUD effects line, but it doesn't remove the chromatic aberration affecting the whole game.

3.) Is it possible to use this mod that removes mercs from Survival with your overhaul? Moddb.com

Oh and one suggestion for a future update, it'd be great to see something similar to this texmod implemented so the underslung shotgun attachment matches the Pulse Rifle's color: Moddb.com

Edit: I like the new viewmodel positions being lower, but the Pulse Rifle should be higher imo, so that you can see the ammo counter.

Edit 2: Small bug I noticed: the SMG ironsights are slightly misaligned now.

Also, when I quit the game it also closes Steam..?

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Guest
Guest - - 689,489 comments

Is there going to be any newer versions of this mod? From what I'm reading here there's issues with your installer not changing the .exe (and who knows what else), and there's still crashing issues (Rampart mission, stasis interrupted). Invincible mercs showing up, problems with the SMG iron sights... Disappointing for version 6. I had a test version of this release which seemed more stable. Nonetheless, nice progress and what does work is very good. I'll wait until version 7 when you get it right.

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Guest
Guest - - 689,489 comments

.

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Guest
Guest - - 689,489 comments

Technically you should take this version down or put a disclaimer that it has multiple game breaking crashes and bugs.

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Guest
Guest - - 689,489 comments

I'm really enjoying how deadly the xenos are but I have to wonder are the xenos supposed to spawn infinitely when you get to the hive in the sewers on No Hope for Hadley? I don't remember if that was part of the original game.

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TheSpoons313
TheSpoons313 - - 98 comments

There are two specific waves of Xenos in the tunnel, if you push too far forward too soon, wave 2 spawns over wave 1 making it utter bedlam. At the end of the tunnel there is a xeno which keeps spawning from the floor on the left corner, it's a proximity spawn that is triggered by the player and is bugged right now. You need to kill the two main waves and then lure the others out of the nest into the tunnel to kill them, whilst popping off the corner Xeno every time you pass its corner. They are not meant to spawn indefinitely at all, but there are so many of them there, that it truly feels that way. They will eventually stop coming from the nest, then all you have to do is shoot the corner Xeno and run into the nest to the exit door. Shoot the first lurker for the checkpoint.
It's a really challenging section now, but man do you feel great when you finally beat it!

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Guest
Guest - - 689,489 comments

im not sure if its a bug or deliberate, but im not getting the option to open unlocked doors, its making me weld them then cut through just to open them, is there something i can do about that?

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TheSpoons313
TheSpoons313 - - 98 comments

Is that in the main game or bug hunt? If it's the main game, it's caused by a bugged installation using the broken batch file.

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Guest
Guest - - 689,489 comments

Changes the game drastically and Im enjoying ACM1 Great work!!!

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Guest
Guest - - 689,489 comments

Is there any way to zoom in on the motion sensor? i feel like it was much bigger in the vanilla game, its hard to spot icons on it now

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Guest
Guest - - 689,489 comments

hey, any way i can play this mod without the graphical changes?

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acadea27
acadea27 - - 226 comments

Do I still need the "ini" file mentioned on the game's PCgamingwiki page ,the one about hidden graphical features ? Thank you.

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Lanayru
Lanayru - - 8 comments

I've tried multiple times to install this and get it to work but something isn't working. I've had the mod installed before but it might have been a previous version. I did a complete clean install and verified twice. Deleted everything related to the game before install as well included my documents folder. With the clean install, I copied the files over and ran the BAT file. Then I applied the patch. The game refuses to even launch after the Templar banner pops up. Any advice?

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