Experience Aliens: Colonial Marines how it should have been when it first released. This mod includes fixes to AI, Weapons, Graphics, balancing and more for the Main Campaign, Statis Interrupted and Bug Hunt in SP and COOP.
I found a way to completely break the campaign, but make the game spawn countless Aliens in any scene!
Turns out its a great way to show how much better the Xeno AI is in ACM Overhaul V5 :p
TemplarGFX's ACM Overhaul V5
Moddb.com
- Fixes Weapon Firing mechanics so they shoot where you point
- Fixes Xeno AI so they are dangerous and smart
- Fixes Human AI so they are slightly less stupid (only so much I can do!)
- Rebalanced and Reconfigured Weapons
- Particles and Effects game-wide recoded for better visual quality
- More Xenos in many Situations
- Smart Gun available 5 times throughout the campaign instead of just 2
- Graphics shaders and materials overhauled
You found a way to make the game spawn countless Aliens in any scene!
Seriously!?!?!? That sounds amazing!!!! Is this in V5? Please share instructions on how to do this!
Currently its a hacked file that you place into the game to overwrite another. So you play it normally to get to the checkpoint you want to do this from, then quit, hack and reload.
I only did this last night so its not in V5, I'll release it for those that wanna go once I get it setup for the most fun!
Sounds awesome, I would defiantly want to give this a try. I downloaded and played V5, love it, nice work.
How are the Xenomorphs being "smart" there? All they are doing is running towards you without any regard for their own safety. If your ally NPC kept shooting at them while you were reloading, they probably would not even have been able to get to you.
Am I to understand that the vanilla AI is even worse than this?
What exactly did you expect them to do in this scenario? They are coming from the end of a big *** corridor with the goal of killing you both.
They aren't wizards, they are aliens. They used surface changing rapidly to attempt to avoid fire, hid under the wall outer surface when possible to avoid the incoming fire and get behind us.
And yes, it was WAY worse in the vanilla game
Well, I have yet to play the game, so with a title like "They are coming out of the damn walls!", I was expecting the Xenomorphs to eventually start doing the things they ended up doing in the movie, e.g. using the vents to flank your positions and even breaking through walls. But yeah, in the context of the game, I guess they cannot do much if the level design forces them down a chokepoint.
Unfortunately there are no vents to use to flank.
They actually try and flank quite alot using the inner wall for safety but I decimate them with the Smart Gun. You'll notice once that runs out I am very quickly forced back behind the crates where they have to come out of the wall space to move forward
That is true. I guess I forgot that this is Aliens: Colonial Marines we are talking about here. Once it gets dirt cheap, I might give it a shot and try it for myself; hopefully, your mod will be enough to make it an actually enjoyable experience.
90% of the **** that made it unplayable is now fixed and its definitely worth it.
Speaking of Walls, is it possible to fix the Infamous Untextured Vents??? lol
Textures arent replacable via the method I am using the mod the game. The other modder making Building Better Worlds could do this with TEXMOD
Now I just wish this game had an SDK so we could make our own fan campaigns. With the gameplay of this mod, and custom levels, and a few more edits here and there to the base gameplay, fans could make the really good Aliens game we all wanted.
You and me both! If I had the SDK I would have made this the best Aliens game ever :P