Experience Aliens: Colonial Marines how it should have been when it first released. This mod includes fixes to AI, textures, balancing and more.

Report RSS Version 4 - Hadley's Hope

Improved installation, better Xeno balance, better weapon balance, more MP support and Hadley's Hope!

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Version 4 of TemplarGFX's ACM Overhaul is here! V4 has had an earlier release than planned so that the new installer can be used by everyone to fix their installation problems!

Jonny Thunder has continued to work on the installer to add several key features. It now checks for and removes read-only config files from the My Documents folder before attempting to replacing them. This should fix the installation problems people were having! Not only that, but there are now multiple backup options and a progress bar so you can see how the install is going!

A new startup splash-screen by MattFiler looks great and helps to show that the mod is working, I have also moved the mod intro video by MattFiler to be first when it starts. This stops Master Effects causing the Fox logo to stutter.

Before I get into listing the new features of version 4, here's the teaser for the new update!

So what's changed?

Xenomorph AI has had further balancing tweaks to reduce the difficulty more for the default setup. What was the "slower" setting before is now set as default, and was default before is now the "faster" setting. In more detail, speed and acceleration have been decreased while limits on surface changing have been reduced. They are slower, but more likely (again) to use walls/objects/ceilings to mix up their approach. This really helps to make them unpredictable in the way they attack you, instead of just running at you!

Soldier health has been lowered again so they are easier to kill with acid damage being tweaked to compensate! Some of the timings of things like switching from stalk to attack, or wait to stalk, along with reaction to being shot has been changed to help give you a better chance against them. If you deal a lot of damage to a xenomorph, it may pause for a moment giving you a chance to attack further. The soldier's instant-kill ability has also been further reduced.

Leaping Xeno - ACM Overhal

Facehugger encounters have been made easier. Its still hard to win (and its supposed to be) but it is possible! I'm still looking into balancing and tweaking the settings for this however so it may not be perfect yet. Leave your feedback in the comments!

Due to previous feedback from the community on the weapon balancing, another balance pass and a slight rework has been done. First and foremost is the focus on "legendary weapons" being truly "legendary" while keeping the regular weapons more balanced for MP play.

The Pulse Rifle begins its return to the game, but this is still heavily a work in progress however (its a complex process via hex). The intention is to make the MK2 more like 5.56 AR and Hudson's Classic a 7.62 AR. It is setup this way now. The MK2 is lighter and more precise, with less recoil but less damage. Hudson's Pulse Rifle is now full auto, and setup as it is in the movie. Its damage is boosted a little, along with its vertical recoil and the max ammo reduced to ensure you can't always use it.

The Combat and Auto shotgun damages have been reduced slightly so make them less OP. Hick's Shotgun now uses special 12 pellet ammo that does furious amounts of damage, but only has limited ammunition. All under-slung shotguns use this ammo too, but hold only 4 shots!

Smart Gun recoil and firing mechanics have been reworked, some of the blue tint from its HUD has also been removed. Now that you get it 5 times during the campaign, it really needs to be fun, but balanced!

NPC Action - ACM Overhal

Fire and incendiary based ammunition has been made more lethal. This is also still a work in progress, but slowly getting better.

O'Neil's core setup and a few locations have had the smart-gun reconfigured to be more powerful. There are unfortunately about 20 versions of O'Neil in-game so getting them all will take a while. This should help with the swarm scenes as he is always there. Finally he will actually be of some use!

Hadley's Hope has had a bit of love. The atmosphere inside is so thick you could cut it! Custom object materials and shaders along with particle effects and cinematic effects have had the overhaul for the primary complex. The changes here span the entire Hadley's Hope section of the campaign, but only the first 2 missions are fully done! There's lots to do.

Master Effects (new performance settings, more reliance on game engine)
NOW DEFAULTS OFF! - Press F7 to enable or disable your choice in game!.
Ultra Quality.... : SMAA, SSGI (Max Quality), DOF (Max Quality)
High Quality..... : SMAA, SSGI (High Quality), DOF (Max Quality)
Medium Quality. : SMAA, SSGI (Low Quality), DOF (High Quality)
Low Quality...... : SSGI (Low Quality), DOF (Medium Quality)
Lowest Quality.. : DOF (Medium Quality)

SMAA - Sub-Pixel Morphological Anti-Aliasing is an advanced AA technique that uses distance to improve quality and performance of AA on complex scenes.
SSGI - Screen Space Global Illumination is the simulation of light bouncing off surfaces to light things nearby. Adds incredible depth to the entire game. HIGHLY recommended!
DOF - Depth of Field is a constant effect that blurs near or far object according to what you are aiming at.

I highly recommend you play on at least the 'low' setting. SSGI really really adds to this dark game and these settings are quite cheap on system resources. I use 'medium' and play at 1366x768 instead of 'lowest' at 1920x1080 because of how much better SSGI makes the game. This works fine for me running on an Nvidia GTX660. That said, Master Effects is completely optional and does not need to be used, however you may need to adjust in-game brightness to compensate without it.

Difficulty Options (Easiest to Hardest)
Weaker Soldiers........... - Much lower health
Slower Soldiers............ - Much slower movement
Slower Tougher Soldiers - Much slower movement, a lot more health
Default Mod................. - Fast movement with good health
Faster Soldiers............. - Extremely fast movement with good health
Tougher Soldiers.......... - Fast movement with a lot more health
Faster Tougher Soldiers. - Extremely fast movement with a lot more health

Please bear in mind that these difficulty options have not been tested. These will improve over time with player feedback and further play tests.

Corridor Turrets - ACM Overhal

Let me know what you think of the difficulty now, and what version you feel is best! As this mod is still a work in progress I'm heavily relying on user feedback to shape the experience. All feedback is welcome!

Comments
Valkinsenn
Valkinsenn

Well, I wasn't seriously considering getting ACM before I saw this... now I'm having second thoughts. :(

Decisions, decisions...

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MattFiler Creator
MattFiler

If you're unsure, I'd wait until a Steam sale then buy the game and download the mod when it's more complete. It's still a work in progress at the moment!

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UraniumSlug
UraniumSlug

I recommend it. I'm having a blast.

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paologerochi
paologerochi

You're not gonna regret it buying on a Steam sale.

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m0thbanquet
m0thbanquet

Definitely worth it, but on sale it's an absolute steal thanks to this mod. I bought it vanilla at 75% off, more out of curiosity over the games infamy more than anything else. After finishing it I realised I'd played much worse. There was the framework of a decent game hidden away in there and I found ACM to be mediocre overall.

This mod, however, has changed things completely. I realised how much more atmospheric the graphical changes were when I nearly shat myself fighting the first xenomorph. I realised how much the AI had been improved not only when my AI team mates were actually helping but also when the enemy, human and alien, didn't go running right at me through a hail of pulse fire.

Basically, ACM was in alpha/early beta on release. This mod finishes it and polishes it into a good shooter. Disable the HUD, crank up those effects and enjoy!

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Guest
Guest

This is lookn' good! I keep looking forward to each iteration. Some bugs/request:

- sometimes alien can still get stuck and won't move
- aliens mobbing on invulnerable Cruz, made for easy targets
- there was a long pause during No Hope level - finished the 'plant the turret' wave and it took a while before the game let me progress where they give you the smartgun.
- possible to leave smartgun HUD on even w/HUDless since it has the targeting eyepiece?
- possible to for smartgun iron sight button to toggle auto targeting since it has no function?

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jamesdickinson963 Author
jamesdickinson963

Some nice ideas here! Unfortunately the Smartgun hud thing is not fixable. you need to renable to HUD if you want to see it, its not seperate

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Guest
Guest

It takes a while but you do get used to a no HUD smart gun. Just point in the general direction and wait for the gun's muzzle to twitch and it's locked on.

Takes s while but it mean your vision is not obscured by the target reticule.

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m0thbanquet
m0thbanquet

I enjoyed all the cool info dotted around the screen but yes, once you get used to the no HUD you realise just how much that clutter impacted your situational awareness.

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nickyb78
nickyb78

keeps crashing afer freeing the marine at the start, gonna uninstall game until the mods are fixed, im liking it so far though

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makaro
makaro

me too,got the same problem

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madalexdays
madalexdays

jamesdickinson963, tell me please how to cap framerate (30 fps limit) in PecanEngine.ini? Your mod is great, thank you for your amazing work!

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jamesdickinson963 Author
jamesdickinson963

I dont know if this can be done. just look up how to cap Unreal Engine 3 games on google

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paologerochi
paologerochi

Keep up the good work guys! But something's been bothering me for awhile, do you know what's causing this issue? I.imgur.com

Also, whenever I shoot the service pistol, the hands are abit glitchy and looks really weird.

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jamesdickinson963 Author
jamesdickinson963

Work In Progress grenade boom. The original was terrible so im mixing different effects together. They were supposed to be debri, apparently debri means white balls of light :P

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mnemoquix
mnemoquix

My game won't start regardless of which installation method I've chosen but it was possibly due to my crappy computer, so that's not the team's fault.

However my friends have tried this mods and they are loving it, so much that they kept on rubbing it in my face lol. Judging by the positive feedbacks for this mod, media articles and so on. I can assume that the team has done a great job because as I remember, the game was horrible until this mod.

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jamesdickinson963 Author
jamesdickinson963

Are you running the game on Steam? If not ensure you have the latest patch from Gearbox (that 4gb one) otherwise it will crash. If you are using steam. Give me a quick rundown of what happens and I'll see if I can tell you the issue!

Thanks for the great feedback! I'm glad your friends are enjoying, now we just need to get you in there too!

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m0thbanquet
m0thbanquet

This mod has breathed new life (OK, maybe just life) into the game. This is exactly the Aliens game we've all been waiting for, so thank you to the team for all your hard work. The fruits of your labour have been totally worth it, so much that I'm compelling all my friends to get ACM on sale just for this mod.

My only gripe is that it's not finished yet but good things come to he who waits. I'll certainly look forward to a few more playthroughs when the new versions arrive!

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makaro
makaro

Somebody help please ! I just install the mod and the game keep being crashed at first mission of the game after I rescue a marine (RHINO 2-3) ,I when into the next room with him and the game keep crashing everytime I try to replay that section

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grymthepirate25
grymthepirate25

My game keeps crashing after the first mission. After I free the first marine, after the first xenos fight. When we move on to cut through a nearby door the game will crash 100% of the time.

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Guest
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Guest
Guest

I've tried using V3, V4 and V4.5 all separately, even after fresh install.

(RE: crashing after freeing marine in the beginning)

PC speccs: i7 6700k, GTX1080 FTW, 16GB RAM, W10

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harryoaten2000
harryoaten2000

Hey, TemplarGFX got in contact on steam, he told me to load the save, then immediately reload the checkpoint. This worked for me... good luck!

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apierion
apierion

Sounds like maybe you've heard this before, but my game keeps crashing when I free the marine from the cacoon in the first mission - when we enter the next room the game crashes to desktop. shame because it looks great but this makes it unplayable at least in the first mission and there's no way to simply shut off the mod - an uninstall or disable feature would be extremely helpful.

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Guest
Guest

Uninstall the game - then backup the original install before modifying it in any way. I ran into the same problem - then I simply deleted the contents of the "Aliens Colonial Marines" folder within the Steam directory, and copy/pasted my backup - everything was back to normal.

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BossTanaka
BossTanaka

Well I don't get the point -- so you uninstall, then you reinstall. You copy the whole folder of the fresh install to another directory. Then you delete the same version in the steam folder. Now you copy the backup folder (actually exactly the same version you just deleted) back in the steam folder. This doesn't make sense to me. Plus where does the mod come in?

Can you shed some light on it?

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therockstardan
therockstardan

Absolutely LOVE the mod! incredible work! I was just wondering if I should be touching the in game visual settings. I noticed they are set to default when launching the game after installing the mod.

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