The discussion of the Alien series of films and the props used in them is the aim, but if it's got Big Bugs and Big Guns, then they are welcome too!





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PostPosted: Sun Apr 07, 2013 9:54 pm 
Perfect Organism
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Personally, I think all American films should be dubbed by British actors if they're to be released in the UK. Preferably using Cockney rhyming slang throughout.


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PostPosted: Sun Apr 07, 2013 9:58 pm 
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Pug50 wrote:
Personally, I think all American films should be dubbed by British actors if they're to be released in the UK. Preferably using Cockney rhyming slang throughout.


These films should be then re released into the american market to really confuse them!!!

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PostPosted: Sun Apr 07, 2013 10:21 pm 
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Exactly PVB, I agree!

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PostPosted: Sun Apr 07, 2013 10:23 pm 
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Any use of cockney rhyming slang should be met with a 'hawf-brick tae the heid ya daft gownk'. Hehehe

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Apr 07, 2013 11:11 pm 
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Location: United States
Have any of you tried the "Real USCM Weapons" tweak/mod yet?

I played with it yesterday. Big change is now there is a more accurate Pulse Rifle. It looks right, holds 95 rounds (or 99 with extended mag) and fires at the correct 900rpm. The M56 fores at 1200rpm and the sentry guns are at 1100rpm to match the movie and game sounds.

Between the patch and the mod, its basically remade the game for me on a certain level. I'm loving it, and so are my friends. Finally "the" Pulse Rifle I expected!


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Apr 08, 2013 12:36 am 

Country: United States
How does one get/use that mod? It sounds like just what I'm looking for!

- HUMVEE Driver

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PostPosted: Mon Apr 08, 2013 1:31 am 
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What he said ^ is it a pc mod, or a patch anyone can get?

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Apr 08, 2013 2:00 am 
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Looks like this is it, although the description of the game is a bit out of date:

http://www.moddb.com/games/aliens-colonial-marines

I think Steam blocks you if you try to go online with modded games, so maybe back everything up?

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Apr 08, 2013 9:06 pm 
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Location: United States
This is where I got it.

http://www.moddb.com/mods/aliens-surviv ... -pack-v103

There is some rage on the gearbox forums because of how it modifies the game code, and works online. Many people see it as a neon lit doorway to cheating. Read here if you want some opinions.

http://forums.gearboxsoftware.com/showt ... p?t=260429

I don't play online with anyone but a few friends, and we all use the mod for CoOp Campaign and Bug Hunt. Steam does not block you for using it, or limit you in any way. Now someday Gearbox might close the door, but for the time being until they release an SDK, its the only way to mod anything. It does give an M41A Pulse Rifle, and that's what matters to me. I don't like or want that Mk2 garbage.

That said, it makes the game a lot more fun for me. Why the heck they didn't put the proper pulse rifle in as standard baffles me ... but then again, how the game got released as it was after a decade of development baffles me too!


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Apr 08, 2013 9:40 pm 
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But you can get Hudson's PR in the game, so there's no need to use the new one.

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PostPosted: Mon Apr 08, 2013 9:45 pm 
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Wish there was some way to put this mod on a flash drive and load it into the xbox 360 hard drive.

Would be nice to have a pulse rifle that looks, shoots and hits like it is supposed to.


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Apr 08, 2013 10:07 pm 
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PVB wrote:
But you can get Hudson's PR in the game, so there's no need to use the new one.


Unless you want a full automatic M41A without graffiti firing at 900 rpm. The Hudson PR fires in bursts and is all painted up.

The in-game Mk2 has the right sound - the M41A firing at 900rpm, but fires at only about 450rpm. So you get a lot of noise, and not a lot of bite. The mod file PR fires at the 900rpm the sounds are at, and shreds things. Ammo goes FAST though, making a short controlled burst necessary. The model is of the Hudson PR with the graffiti removed, so you get the brown bess rifle with the normal non tritium sights.

Here is a WIP from the modder as he was making the mod.

http://www.youtube.com/watch?v=izquHfwG_Tw

You can see the "clean" model and the movie accurate rate of fire. Like I say, not for everyone, but I like it and figured I would share.


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Tue Apr 09, 2013 4:51 am 

Country: United States
CW Mock wrote:
Unless you want a full automatic M41A without graffiti firing at 900 rpm. The Hudson PR fires in bursts and is all painted up.


^^^YES^^^

So... stupid question... how do you actually get the mod? Turn on my PS3, and then...?

Also, the last three custom chest emblems for my Marine (one of them is called "Guardian Angel" are highlighted in blue and they have the downloadable content icon... anyone know what that's all about?

-HUMVEE Driver


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PostPosted: Tue Apr 09, 2013 10:30 am 
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Sustained fire would be great, as I seem to keep finding enemies lined up. Sweeping fire doesn't work if you have to keep stopping and starting, taking each down with one burst at a time!!


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Tue Apr 09, 2013 11:35 am 
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HUMVEE Driver wrote:
CW Mock wrote:
Unless you want a full automatic M41A without graffiti firing at 900 rpm. The Hudson PR fires in bursts and is all painted up.


^^^YES^^^

So... stupid question... how do you actually get the mod? Turn on my PS3, and then...?

Also, the last three custom chest emblems for my Marine (one of them is called "Guardian Angel" are highlighted in blue and they have the downloadable content icon... anyone know what that's all about?

-HUMVEE Driver


I THINK* some of the emblems came with limited/special edition packs. Cause I had those from the moment I got Hudson Hicks and crew

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Tue Apr 09, 2013 12:52 pm 
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HUMVEE Driver wrote:
CW Mock wrote:
Unless you want a full automatic M41A without graffiti firing at 900 rpm. The Hudson PR fires in bursts and is all painted up.

^^^YES^^^

So... stupid question... how do you actually get the mod? Turn on my PS3, and then...?

Also, the last three custom chest emblems for my Marine (one of them is called "Guardian Angel" are highlighted in blue and they have the downloadable content icon... anyone know what that's all about?

-HUMVEE Driver

Mods are PC version only.

Certain items are flagged as special edition dlc items, that's why they're there, I think.

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Tue Apr 09, 2013 1:36 pm 

Country: United States
Ah. Thanks!

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Tue Apr 09, 2013 5:42 pm 
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As Steve said, anything with a blue tag is collector edition/pre-order dlc. I started a completely new game on an older model PS3 with the same disc from my collector's edition and none of the blue tagged extras were there. :(

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PostPosted: Thu Apr 11, 2013 5:22 am 
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Latest patch FUBAR'd the weapons mod ... so its going to be a little while while the creator comes up with a fix. If you try and use it now it will not let your game start up.

Stupid Gearbox anyways.


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PostPosted: Sun Apr 14, 2013 7:02 am 
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I actually just finished watching alien resurrection again tonight, this time the special edition. Though I did love the Newt references they threw into this cut, in general, this film felt so disconnected to the other 3 films, or anything officially Alien. Heck, even Aliens versus Predator Requiem felt better than this one. Can we sort of treat alien resurrection like Superman 3 and 4, they just never happened? Can we just have an Aliens 5 now, but call it Aliens 4 and bring back in the Marines please? Because "no one” would like that, right? lol

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PostPosted: Sun Apr 14, 2013 9:58 am 
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Ho, wait a minute, let's NEVER claim AvP:R is better than another film in the franchise :p ever hehe
I would accept AvP being better, but even Resurrection wasn't as bad as that farce of a movie.

In my opinion, of course ;)

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Apr 14, 2013 5:10 pm 
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I did like the Wolf Predator character, along with his gear and weapons, but the film was so overly dark throughout that a lot of those great details were nearly impossible to see!

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Apr 14, 2013 10:27 pm 
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Alien Resurection is far worse than AVPR in my own opinion. I've never hated a movie as much as A:R. When that "newborn" came out and swiped the Alien Queens face off, I left the theatre.


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PostPosted: Sun Apr 14, 2013 10:28 pm 
Pint of AB negative please
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You stayed THAT long?

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PostPosted: Sun Apr 14, 2013 11:19 pm 
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I can't watch the full thing when its on tv. Its also the least-watch disk in my set when we have A and P nights.

AvP:R is still worse in my opinion

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