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Comment History
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

One thing to look at is to set all the sliders for the graphics at about 90%. This has to be done at each launch of the game, you will notice how the sliders are out of their bounds. Hope this helps.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

The crashes are connected to the texture/world/shadow details sliders, simply reposition them at the step before the max and the crashes should disappear. This has to be done each time you run the game.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

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.

Good karma+3 votes
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Texture mod - I am using stuff like, different color gloves etc.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

When you see the first of three guns you had to destroy Hicks froze on the entry door and didn't move thus preventing any further progress.
Also I didn't encounter any extra smartgun pickups other than the default ones. I am using TM for some addons, could they influence the smartgun locations?

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Right after the cutscene where Bella dies - immediate crash, but again related to graphic sliders.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Another crash point: The sequence after rescuing Reid where you have to defend - after it completes immediate crash.

Good karma+2 votes
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Another crash - entering the room after the first smartgun pickup, but again apparently it is an issue with the graphical settings sliders, after they are set properly the crash doesn't happen.
Another issue is with the smart sight for the battle rifle you can see a black rectangle, and in the middle is the normal sight, but I think someone already mentioned it earlier.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

The crash disappeared after I lowered my graphical settings, but now the restock glitch happens from time to time, not sure if it's based on areas or checkpoints, but sometimes it's doable and sometimes everything is normal. Will continue playing to see if there is anything else.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

I am getting the following glitch:
I was at 0/0 on my standard pulse rifle, just started mission 2, killed a few mercs right at the start, the things I got were 5 shotgun shells and a helmet, opened up the weapon select screen and here is what happened:
- Standard pulse rifle had a 999 ammo indicator on the menu, once I selected it the in-game ammo counter was at 40/240 (I don't use the extended mag);
- The Hudson pulse rifle also had 999, as well as Ripley's pulse rifle;
- The battle rifle has 165 for some reason, but when it's selected everything is fine;
Another side note:
- It seems every time I go to the weapon select screen most of the guns have 999 ammo and you can basically restock ammo at any given moment just by selecting the weapon itself.
Side note: The first PMC battle after the scene where you rescue Bella I got a crash.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Understandable. Nonetheless, amazing work. I will be able to play soon and possibly supply some feedback.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Was the pulse rifle remodel from the POLL supposed to be included in this version?

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul V5 - Game Over Man!

Was the pulse rifle from the poll supposed to be included in this release or the near future?

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Message edit is available for about 5-10 minutes after it's posted I think.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

As I recall correctly, multiplayer shouldn't be an issue if both parties have the same version of the mod.

Good karma+2 votes
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

Hope you sort out your problems and play the game again :).

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

You do realize you can kill the alien and avoid the cutscene altogether? Before you start freeing Keyes if you look a little up and right you can see the alien in the fetal position and you can use whatever you want on it to kill it and avoid the cutscene.

Regarding the restart issue:

Steamcommunity.com

Page 48 of this comment section.

Cheers.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

In what way?

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul

The changes sound superb!
I meant to ask if any of the feedback I gave was useful and is it possible to give an estimation date for the release. Kudos to you for rejuvenating this game and wish you success in your future endeavors.

Cheers.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul V4.5 - Mini Update

Another wave of suggestions (sorry for consecutive posts, but editing of a comment within the first few minutes isn't very helpful when things are discovered/thought in the process of playing):
- Currently Hudson's pulse rifle is really hard to aim in darker places, due to the lack of a tritium sight. Is it possible to add the default PR tritium sight to Hudson's?;
- Right now I find the most dangerous enemies to be the scientists with the M39 SMG. They melt your full armor and full hp in 1 second. Possible balance on the weapon might be in-order either damage or firing rate, but that is just my humble opinion;
- If possible to shorten this conversation:
Winter: "God damn, man! You didn't tell me those guys exploded!""
O'Neal: "They exploded?!"
Winter: "Yeah it's not good. They were like, 'Uh--oh, what's that noise?' And then they f****n' exploded!
Simple removing the last line and only to remain "Yeah it's not good. Coming to you.", but that is just personal preference, I just find this dialog to be a complete drag;
- We don't get much action with Frost's flamethrower (due to being at 50% ammo), since it's not such an imbalanced weapon, 100% ammo on pickup may be good in-order to get some more burning action.

Again my apologies for the frequent comments, but I'm just trying to help some feedback.

Cheers.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul V4.5 - Mini Update

Another screenshot of the ammo misplacement:
Imgbox.com
Don't know the source of the issue, but it is really random - different places/levels, I don't think it's easily recreated.

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul V4.5 - Mini Update

Here is a screenshot on one of the previously mentioned issues by me:
Imgbox.com
The problem is constant and not random (at least for me).

Also I would like to mention another suggestion:
- Can Hudson's pulse rifle be made clean (without the name, skull etc. - like in the movie)?

Good karma+1 vote
pehi
pehi - - 23 comments @ TemplarGFX's ACM Overhaul V4.5 - Mini Update

Everything seems to be working properly regarding gameplay and TexMod load of other mods, but I will summarize problems I've encountered:
- As mentioned before, Xenos tend to remain off-sight on mission 4. Once I was able to kill them when they were staying still in the distance. Another scenario is not being able to spot them at all, but the game seemed to progress nonetheless;
- The single weapon pickups (flamethrower, smartgun etc.) it seems that sometimes the weapon icons get mixed up (e.g. sometimes if there is a smartgun on the table -> the icon will be for a flamethrower);
- I experienced crashes on mission 1 right after you rescue Keyes and receive the following checkpoint, but after a load everything was OK;
- Another issue is when fighting RAVEN, once you start punching him, he tends to go out of bounds (behind a wall) and you have to wait for him to reappear;
- Sometimes ammo pickups are in really odd places - bellow tables (and I mean objects are into one another), within crates, sometimes not visible at all, but these occurrences are really random;
- Xenos happen to freeze from time to time, even the Queen and the Raven.

I would also like to make a suggestion:
- Is it possible for the pulse rifle to have identical firing sounds for both the normal and upgraded fire rates?

These are my thoughts on the matter. I would like to express gratitude to the creator for his tremendous contribution to the salvation of this game and may he continue to unravel more for us to behold.

Good karma+1 vote