Mortal Kombat 11 - table v: 1.0.8 CT

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RaZ0R_R
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by RaZ0R_R »

Thanks so much for the video tutorial, Tim.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Armanello
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Armanello »

ShyTwig16 wrote:
Sat May 25, 2019 12:11 pm
Armanello wrote:
Sat May 25, 2019 10:17 am
...

Well, I do know nothing about coding, debugging and stuff. :D So yeah, just want to make table to work.

Game freezes when I attach x64dbg to it and there is promt in left corner: breakpoint reached. Is it okay?

Doing it without plugin.
Did you watch the video, because that's how it works and it's explained in the video.
Yeah, I did. I'm just curious is it okay when game freezes and x64dbg saying about breakpoint?

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Armanello »

SunBeam wrote:
Sat May 25, 2019 1:32 pm
That's cuz they wanna be done with it without any need to understand why they do what they do. I guess that patched .exe will become more popular than your video. Mark my words :D
I'm not asking anything. I appreciate what you guys doing. I just were curious is it okay or not?

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Holdo »

Y'all shit on Denuvo for performance but it's actually a really smart anti-piracy system. If you're so clever and know of a better way let me hear it.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by panddah »

Archangel73337 wrote:
Sat May 25, 2019 11:48 am
Hello Guys, try use this .exe, it's already patched and should work.

1. Make backup of your original file MK11.exe
2. Download Archive
3. Extract MK11.exe file to the - \steamapps\common\Mortal Kombat 11\Binaries\Retail
4. Start the game and enjoy!

P.S. I used MediaFire for upload, because file size is big.

Download - [Link]
Is this safe? Who make this patch?

TimFun13
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by TimFun13 »

Armanello wrote:
Sat May 25, 2019 5:25 pm
...
Yeah, I did. I'm just curious is it okay when game freezes and x64dbg saying about breakpoint?
If it's paused and shows the breakpoint you set, like in the video, then yes; that's what was explained in the video.

Holdo wrote:
Sat May 25, 2019 5:29 pm
Y'all shit on Denuvo for performance but it's actually a really smart anti-piracy system. If you're so clever and know of a better way let me hear it.
At this point it's lasted on average for about a day or two. So any thing seems like it would be better. Plus it's been proven that DRM software has little effect on piracy, so it's only hurting those who buy the game; those who pirate the game get better performance because the DRM was removed. Plus the anti-cheat is really shitty as well, you see how long it took to bypass that; zero integrity checks and no server side checks are just dumb at this point in time, you already can't do much without being online so not having server side checks is just plain lazy.

Hell I think it was R.E.M. that released some albums for free and asked people to pay what they could, and those albums made more money than any of their other albums before or after.

But my question is, what makes it "a really smart anti-piracy system"? Is it how quickly it's cracked on a regular basis, or how it kills the performance, or that it drives paying customers away and towards piracy?

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by LeoNatan »

ShyTwig16 wrote:
Sat May 25, 2019 3:18 pm
In this video I go over how to patch the MK11 EXE so it won't detect CE and close the game, using the message box API.
The `A` and `W` variants are related to the character width, `W` being the wide character (`wchar_t`).

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by mrfrontman »

Holdo wrote:
Sat May 25, 2019 5:29 pm
Y'all shit on Denuvo for performance but it's actually a really smart anti-piracy system. If you're so clever and know of a better way let me hear it.
Define "really smart"

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam »

ShyTwig16 wrote:
Sat May 25, 2019 3:18 pm
In this video I go over how to patch the MK11 EXE so it won't detect CE and close the game, using the message box API.
Hi Tim :) Here's my additional explanations on how the detection works, APIs, msdn, etc. 2 parts (second one is way smaller; am just showing how to patch QueryFullProcessImageNameW API):

Part I:


Part II:


Enjoy!

BR,
Sun

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam »

Oh, there is one more check they do; as retarded as the first one:

Image

Just noticed that even if you kill the API, it still bitches about Cheat Engine having been discovered. And that's because it uses EnumChildWindows API and looks for the "Add Address Manu" text :) And that's the "Add Address Manually" button in main CE GUI.

That explains why the "unsigned" CE didn't work; because there is an additional check that will still find its window and child sub-windows :P

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam »

So here's part 3. You might like this one ;)



So what the above video translates into is this:
  • I picked one DLL (AnselSDK64.dll) from the game folder and changed its EP to JMP to a code-cave of mine
  • in the cave I put this:

Code: Select all

00007FF899DDD610 | 50              | PUSH RAX                                | store register
00007FF899DDD611 | 51              | PUSH RCX                                | store register
00007FF899DDD612 | 48:31C9         | XOR RCX,RCX                             | \
00007FF899DDD615 | FF15 F5090000   | CALL QWORD PTR DS:[<&GetModuleHandleA>] | / GetModuleHandle( NULL ) returns game module address
00007FF899DDD61B | 48:05 CE732B13  | ADD RAX,132B73CE                        | offset till the "MOV [RCX],0" where the thread is created
00007FF899DDD621 | C640 02 04      | MOV BYTE PTR DS:[RAX+2],4               | change 0 to 0x4 so thread is created suspended :)
00007FF899DDD625 | 59              | POP RCX                                 | restore
00007FF899DDD626 | 58              | POP RAX                                 | restore
00007FF899DDD627 | 48:895C24 08    | MOV QWORD PTR SS:[RSP+8],RBX            | original bytes
00007FF899DDD62C | E9 14EEFBFF     | JMP anselsdk64.7FF899D9C445             | JMP to EIP+5
In short, I'm patching this location in MK11 (MK11.exe+132B73CE):

Code: Select all

00000001532B73CB | 83F2 FF         | XOR EDX,FFFFFFFF                    |
00000001532B73CE | C701 [00]000000 | MOV DWORD PTR DS:[RCX],0            | here to 0x4
00000001532B73D4 | 29C9            | SUB ECX,ECX                         |
00000001532B73D6 | FF15 8CA1CD05   | CALL QWORD PTR DS:[<&CreateThread>] |
  • so now when the game runs, Denuvo will create the anti-CE thread suspended :D
In short, defeated by patching 1 byte in the game executable :D WTF!?

And here's the file. Just drop it in your "Mortal Kombat 11\Binaries\Retail" folder (make a back-up of the original DLL first).

BR,
Sun

P.S.: This works because the Denuvo code is not packed. Also, because the Denuvo section is RWE :) So no need to use VirtualProtect to make it writable.
Attachments
AnselSDK64.zip
1-byte patch of Denuvo's anti-CE
(294.75 KiB) Downloaded 55 times

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by TroliusMaximus »

SunBeam wrote:
Sun May 26, 2019 5:44 am
And here's the file. Just drop it in your "Mortal Kombat 11\Binaries\Retail" folder (make a back-up of the original DLL first)
Works perfectly... Thanks! 👍🏆

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Holdo »

ShyTwig16 wrote:
Sat May 25, 2019 6:31 pm
At this point it's lasted on average for about a day or two. So any thing seems like it would be better. Plus it's been proven that DRM software has little effect on piracy, so it's only hurting those who buy the game; those who pirate the game get better performance because the DRM was removed. Plus the anti-cheat is really shitty as well, you see how long it took to bypass that; zero integrity checks and no server side checks are just dumb at this point in time, you already can't do much without being online so not having server side checks is just plain lazy.

Hell I think it was R.E.M. that released some albums for free and asked people to pay what they could, and those albums made more money than any of their other albums before or after.

But my question is, what makes it "a really smart anti-piracy system"? Is it how quickly it's cracked on a regular basis, or how it kills the performance, or that it drives paying customers away and towards piracy?
Well MK11 was not cracked yet, most of the people bought the game already. Not sure if it's thanks to Denuvo or the always-online game paradigm. Also as SunBeam says if MK11.exe integrity check gets implemented the current method will stop working. What then, can you use CE to manipulate Windows API themselves? xD

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by MashiroQT »

Thanks SunBeam!, much appreciated!, was worried that i wouldn't be able to get the last skins from the Krypt <3

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by LeoNatan »

Wait, what? Denuvo checks for window titles? 🤦‍♂️😂
So if I change the Windows language to a language supported by CE localization, this will break the "really smart" Denuvo? Ahahahah

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