Mortal Kombat 11 - table v: 1.0.8 CT

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LeoNatan
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by LeoNatan » Wed Jun 12, 2019 2:56 pm

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.

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SunBeam
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by SunBeam » Wed Jun 12, 2019 3:26 pm

^ Here's what I say: let's stop the fucking talk if you can't seem to be arsed to do a remote session for check-ups via Discord or TeamViewer. Yes, even with this attitude. That's what a "software engineer" says. It's not sufficient this topic is filled with OCD-istic people who can't take the time to play a game cuz "oh, finger hurtz cuz grind", we have to create a new OCD trend now regarding "it's not working".

In all of my times doing remote sessions with people for whom my stuff didn't work, it's always been something on their end. Want to solve the mystery, you can find me on FRF's Discord. Don't care and want to use CH's loader (yeah, I know you got alternate means to go at this), fine by me. But if you choose the latter, then let's please drop the pursue of why my DLL is not working for you.

Choose your destiny!

BR,
Sun

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LeoNatan
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by LeoNatan » Wed Jun 12, 2019 4:15 pm

Who said I wasn't "arsed to do a remote session" or "CH"? :roll: Show me where I've mentioned any "CH" at all. You live in a world of your own, thinking everything is a CH conspiracy. I don't even think I have a CH account. This is not a healthy lifestyle, when all you had to do is ask.

PM details if you really wish to debug this.

Gryva
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by Gryva » Wed Jun 12, 2019 5:34 pm

SunBeam wrote:
Wed Jun 12, 2019 1:11 pm
@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".
Well, only mod I use is DLC unlocker, maybe that's the reason? But it does not affect .exe, only adds .ini.

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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by Sakurarozu » Wed Jun 12, 2019 6:11 pm

hmm anyone having the dll not working? i get the pop up cant run ce in presence

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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by Moh » Wed Jun 12, 2019 7:57 pm

Just for shits n giggles I tried the DLL and it doesn't work here either. The game gives the CE error.

Now obviously I have used HukpoFuJl's unlocker so whether that somehow interferes with it I don't know (or care) I'm just posting for 'statistical' purposes, not looking for or expecting a fix.

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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by SunBeam » Wed Jun 12, 2019 8:00 pm

Just for shits and giggles.. make sure you actually got the 1.2 DLL (there are 3 links in my post). Also make sure the game shows this in the disclaimer frame: 0.112-14-CL136501. DLL won't work for any other version.

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LeoNatan
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by LeoNatan » Wed Jun 12, 2019 8:08 pm

It's the 1.2 with latest patch that is not working. The previous DLL with the previous version of the game worked.

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TheyCallMeTim13
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by TheyCallMeTim13 » Wed Jun 12, 2019 10:33 pm

TheyCallMeTim13 wrote:
Mon Jun 10, 2019 10:09 pm
...
With the new update the original method to disable the CE detection seems to be working again.


I'm just going to point this out again.
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

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thethiny
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by thethiny » Wed Jun 12, 2019 11:24 pm

Close Google Chrome and relaunch the game, and wait for animtions to finish before doing anythin.

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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by SunBeam » Thu Jun 13, 2019 12:00 am

TheyCallMeTim13 wrote:
Wed Jun 12, 2019 10:33 pm
...
Pointed that out as well in my update post: they removed the integrity and CRC32 checks. Back to v1.0 + anti-CE behavior :)

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LeoNatan
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by LeoNatan » Thu Jun 13, 2019 7:36 pm

@TheyCallMeTim13 Thanks!

Dragonlord3344
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by Dragonlord3344 » Sat Jun 15, 2019 12:52 pm

Your doing gods work TheyCallMeTim13, ive been using this trainer since i got mk11 and you have never dissapointed me and have always saved my butt in keeping this cheat table alive thru updates.

I hope you ignore the haters and keep up the Great Work.

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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by SunBeam » Sat Jun 15, 2019 1:54 pm

^ I used Google translate: "I will be very sad if you don't keep on updating the table."

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LeoNatan
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Re: Mortal Kombat 11 - table v: 1.0.7 CT

Post by LeoNatan » Sat Jun 15, 2019 2:26 pm

Dragonlord3344 wrote:
Sat Jun 15, 2019 12:52 pm
Your doing gods work TheyCallMeTim13, ive been using this trainer since i got mk11 and you have never dissapointed me and have always saved my butt in keeping this cheat table alive thru updates.

I hope you ignore the haters and keep up the Great Work.
And also always does it with good attitude, without delusions of grandeur and no persecution complex. :)

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