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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Mon Jun 10, 2019 10:18 pm
by stek-kravari
ShyTwig16 wrote:
Mon Jun 10, 2019 10:09 pm
Table Updated:
  • v 1.0.7:
    • Table Updated to latest Steam version.
    • Removed:
      • Krypt Unlocker
      • Krypt Orb Cost Hook
Thanks for update :D

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 4:11 am
by DJMerter
Does no krypt hooks mean, no cheats for koins, souls and hearts?

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 8:12 am
by Moh
You can always use the unlocker to boost those if you need em.

CE is some what redundant to me since that tool released, all I want is the gear and skins. Very little reason to touch the Krypt now, which is a good thing as it was sapping my will to play the game. Although I not really playing it all that much any way. TBH it's just MKX with a few different characters and a slightly tweaked (and worse) X-ray system.

I think the 'new shine-y thing' has worn off.

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 10:29 am
by DJMerter
Yes, but the problem is that the unlocker is removed from the table. So what’s the use of the table since it can’t provide us with currency required to get skins and gear?

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 11:51 am
by TimFun13
DJMerter wrote:
Tue Jun 11, 2019 10:29 am
Yes, but the problem is that the unlocker is removed from the table. So what’s the use of the table since it can’t provide us with currency required to get skins and gear?
Patience is a virtue. Redo the anti-CE bypass, redo a few scripts; and still get comments like this. Kinda kills the motivation to even work on it since I'm not even playing the game at this point.

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 12:49 pm
by SunBeam
Just like Tim, I think I've proven and achieved what I've come here for. You're on your own from this point onward. Please know, one more time, CH crap is not allowed here. If I see any posted, you'll be banned. So weigh your options well when no one's gonna attend this game in the future. Out.

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 1:48 pm
by DJMerter
Sorry guys if I have offended you, was just tryna not grind for hundred hours to get pixels.

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 2:54 pm
by SunBeam
^ We ground for far more coming up with these hacks and bypass methods. Think of that before lashing your frustrations out ;)

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Tue Jun 11, 2019 4:29 pm
by mrfrontman
DJMerter wrote:
Tue Jun 11, 2019 10:29 am
Yes, but the problem is that the unlocker is removed from the table. So what’s the use of the table since it can’t provide us with currency required to get skins and gear?
I can't comprehend how ungrateful of a thing that was to say. Do you have any idea how long it takes to make these, especially when you have hundreds of people asking on a daily basis for features to come out or be added? These guys work their butts off without expecting so much as a thanks and then they have to deal with guys like you saying "what's the use of the table since it can't provide you with what YOU want"? fixed* Do you have any idea how many hours of grinding this table will save you? If not, I challenge you to run a second MK11 account and obtain everything without leeching... erm excuse me I meant using cheats* compared to running this table. I can guarantee you won't be done until you decide to quit before you finish.
ShyTwig16 wrote:
Tue Jun 11, 2019 11:51 am
DJMerter wrote:
Tue Jun 11, 2019 10:29 am
Yes, but the problem is that the unlocker is removed from the table. So what’s the use of the table since it can’t provide us with currency required to get skins and gear?
Patience is a virtue. Redo the anti-CE bypass, redo a few scripts; and still get comments like this. Kinda kills the motivation to even work on it since I'm not even playing the game at this point.
"Forgive them father, for they know not what they do"

Thanks for your hard work Tim.

Re: Mortal Kombat 11 - table v: 1.0.6 CT

Posted: Tue Jun 11, 2019 9:18 pm
by LeoNatan
thethiny wrote:
Sun Jun 09, 2019 12:54 am
LeoNatan wrote:
Sat Jun 08, 2019 11:11 am
Hm, for some reason, the DLL doesn't stop the game from crashing when starting CE. d3d11.dll is in the Binaries\Retail dir.
Are you sure you're using his updated dll?
Yes, of course I'm sure. Doesn't work.

Re: Mortal Kombat 11 - table v: 1.0.6 CT

Posted: Tue Jun 11, 2019 10:01 pm
by mrfrontman
LeoNatan wrote:
Tue Jun 11, 2019 9:18 pm
thethiny wrote:
Sun Jun 09, 2019 12:54 am
LeoNatan wrote:
Sat Jun 08, 2019 11:11 am
Hm, for some reason, the DLL doesn't stop the game from crashing when starting CE. d3d11.dll is in the Binaries\Retail dir.
Are you sure you're using his updated dll?
Yes, of course I'm sure. Doesn't work.
Delete the .dll in the retail folder, Verify integrity of game cache in steam, then re-download v1.2 of the .dll just to be sure, place it in the retail folder and let us know.

Re: Mortal Kombat 11 - table v: 1.0.6 CT

Posted: Wed Jun 12, 2019 6:28 am
by Gryva
mrfrontman wrote:
Tue Jun 11, 2019 10:01 pm
LeoNatan wrote:
Tue Jun 11, 2019 9:18 pm
thethiny wrote:
Sun Jun 09, 2019 12:54 am


Are you sure you're using his updated dll?
Yes, of course I'm sure. Doesn't work.
Delete the .dll in the retail folder, Verify integrity of game cache in steam, then re-download v1.2 of the .dll just to be sure, place it in the retail folder and let us know.
Did as you say, game crashes as well.

Re: Mortal Kombat 11 error 12/6/2019

Posted: Wed Jun 12, 2019 12:14 pm
by MAD75
Error encountered:
C:\Jen_noAV\711_prod_S\Development\Kore\Core\Src\LinkerLoadUPK.cpp(1556):
Assertion failed:NRSErrorf
Bad name index 1227133513/14

how can i fix it ? :? :cry:

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Wed Jun 12, 2019 1:11 pm
by SunBeam
@Gryva: My d3d11.dll assumes you didn't use any mods on the game (if any from the various links flaunted around to unlock shit) and that you've not "tampered" with d3d11.dll in any way (SweetFX and ANY custom GFX mods that tinker with d3d911.dll will conflict). Is any of what I mentioned your case? If so, remove any and try again. Funny how there's always 1-2 people for which "it doesn't work".

Re: Mortal Kombat 11 - table v: 1.0.7 CT

Posted: Wed Jun 12, 2019 2:56 pm
by LeoNatan
Not sure how game cache has anything to do with an additional injected DLL. The game works when CE is not running. It only stops running when CE is launched. It's probably an edge case that Sunbeam's DLL doesn't handle.

There:

Image

Edit: No mods, no other DLLS, no EXE edits, etc.
SunBeam wrote:
Wed Jun 12, 2019 1:11 pm
Funny how there's always 1-2 people for which "it doesn't work".
No need to have this attitude. There are always bugs in software. The "it works on my machine" attitude will take you so far as a software engineer.