Holy cow! This is either hilarious, tragic, or a little of both, depending on your perspective. Aliens: Colonial Marines is one of the most infamous blunders in video game history. We all know the story by now. Gearbox, famous for its Borderlands success, got its hands on the Aliens license. Everyone was super stoked, especially as it was tied in with the movie’s story and the game previewed at events exceptionally well. Of course, it all ended in tragedy when the game launched a buggy mess. It was sentenced to a sad fate in bargain bins and snarky YouTube videos. Years later, the story continues.
See, people really want to like Aliens: Colonial Marines. There’s good stuff in it, even if it’s ultimately a really bad game. It has cool models, great environments, and awesome weapons. But the Alien AI was super busted, the story was goofy at best, and you know the rest. There has been an ongoing effort to “fix” the PC version of the game, as modders and hackers have spent years going over it and trying to make it better. A recent discovery, though, has turned some parts of that mission into befuddled amusement.
In one of Aliens: Colonial Marines' .ini files, there are a few lines of code that power the Aliens’ “tethering” AI. This is related to how the Aliens attach to the good guys, how they go after them, and flank them. It turns out, there’s a single-letter typo in that code. Fixing that typo magically makes that part of the AI, well, function as intended. Yeah, it’s a whole thing.
As JamesDickinson963 points out at ModDB, this can be fixed by relatively easily. If someone goes into the Aliens: Colonial Marines config file at My Document\My Games\Aliens Colonial Marines\PecanGame\Config\PecanEngine.ini, they will find a line that reads "ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTeather" in there. Changing "Teather" to "Tether," so it becomes "ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTether" changes everything.