Mortal Kombat 11 - table v: 1.0.8 CT

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Moh
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by Moh »

thethiny wrote:
Mon Jul 01, 2019 2:28 pm
The game updated and this no longer works
Good news, the videos still work. :)

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

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thethiny
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by thethiny »

Moh wrote:
Tue Jul 02, 2019 11:12 am
thethiny wrote:
Mon Jul 01, 2019 2:28 pm
The game updated and this no longer works
Good news, the videos still work. :)
yes

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SunBeam
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by SunBeam »

Code: Select all

Anti-CE thread:

MK11.exe+F303910 - 48 83 EC 08           - sub rsp,08 { 8 } <-- use this on creation and RET it
MK11.exe+F303914 - 48 89 3C 24           - mov [rsp],rdi
MK11.exe+F303918 - 48 83 C4 D0           - add rsp,-30 { 208 }
MK11.exe+F30391C - 55                    - push rbp
MK11.exe+F30391D - 48 87 6C 24 28        - xchg [rsp+28],rbp
MK11.exe+F303922 - 48 C7 C5 FEFFFFFF     - mov rbp,FFFFFFFE { -2 }
MK11.exe+F303929 - 48 87 6C 24 28        - xchg [rsp+28],rbp
MK11.exe+F30392E - 5D                    - pop rbp
MK11.exe+F30392F - 41 55                 - push r13
MK11.exe+F303931 - 4C 8B 6C 24 48        - mov r13,[rsp+48]
MK11.exe+F303936 - 49 89 DD              - mov r13,rbx
MK11.exe+F303939 - 4C 89 6C 24 48        - mov [rsp+48],r13
MK11.exe+F30393E - 41 5D                 - pop r13
MK11.exe+F303940 - 41 54                 - push r12
MK11.exe+F303942 - 4C 8B 64 24 50        - mov r12,[rsp+50]
MK11.exe+F303947 - 49 89 EC              - mov r12,rbp
MK11.exe+F30394A - 4C 87 64 24 50        - xchg [rsp+50],r12
MK11.exe+F30394F - 41 5C                 - pop r12
MK11.exe+F303951 - 48 8D 6C 24 50        - lea rbp,[rsp+50]
MK11.exe+F303956 - 48 81 C5 8FFA8D6A     - add rbp,6A8DFA8F { 1787689615 }
MK11.exe+F30395D - 48 89 B5 71057295     - mov [rbp-6A8DFA8F],rsi
MK11.exe+F303964 - 55                    - push rbp
MK11.exe+F303965 - F7 D5                 - not ebp
MK11.exe+F303967 - 33 2C 24              - xor ebp,[rsp]

Thread creation:

MK11.exe+F308225 - 4C 8D 44 24 28        - lea r8,[rsp+28]
MK11.exe+F30822A - 83 E2 00              - and edx,00 { 0 }
MK11.exe+F30822D - 48 8D 4C 24 20        - lea rcx,[rsp+20]
MK11.exe+F308232 - 48 81 C1 45B0B819     - add rcx,19B8B045 { 431534149 }
MK11.exe+F308239 - 49 81 E8 B1F3F2AC     - sub r8,ACF2F3B1 { -1393364047 }
MK11.exe+F308240 - 49 89 80 B1F3F2AC     - mov [r8-530D0C4F],rax
MK11.exe+F308247 - C7 81 BB4F47E6 00000000 - mov [rcx-19B8B045],00000000 { 0 } <-- skip this so 0x4 is maintained and thread created suspended
MK11.exe+F308251 - 51                    - push rcx
MK11.exe+F308252 - F7 D1                 - not ecx
MK11.exe+F308254 - 33 0C 24              - xor ecx,[rsp]
MK11.exe+F308257 - 41 09 D9              - or r9d,ebx
MK11.exe+F30825A - 4C 8D 05 5F815FF2     - lea r8,[MK11.exe+19003C0] { (-1607119895) }
MK11.exe+F308261 - F7 D1                 - not ecx
MK11.exe+F308263 - 48 8D 64 24 08        - lea rsp,[rsp+08]
MK11.exe+F308268 - FF 15 02E3C908        - call qword ptr [MK11.exe+17FA6570] { ->KERNEL32.CreateThread }
MK11.exe+F30826E - 51                    - push rcx
And here's the version string:

Code: Select all

MK11.exe+5A4A2E - 48 8B F0              - mov rsi,rax
MK11.exe+5A4A31 - 48 89 44 24 38        - mov [rsp+38],rax
MK11.exe+5A4A36 - 48 8D 15 C3F5A202     - lea rdx,[MK11.exe+2FD4000] { (21DBB980) } <-- pointer to version
MK11.exe+5A4A3D - 48 8D 8C 24 88000000  - lea rcx,[rsp+00000088]
MK11.exe+5A4A45 - E8 E66FCEFF           - call MK11.exe+28BA30
MK11.exe+5A4A4A - 48 8B E8              - mov rbp,rax
MK11.exe+5A4A4D - 48 89 44 24 58        - mov [rsp+58],rax
[MK11.exe+2FD4000] -> 21DBB980 -> "0.118-16-CL138037"

Why am I posting the version as well? So you know which one the first snippet applies to.

One can imagine why this game's slowly going down the drain :) No more challenges, Nether? Aww :(

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thethiny
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by thethiny »

SunBeam wrote:
Fri Jul 05, 2019 7:50 pm
And here's the version string
This is pretty useful, this can automate some parts of my cheat tables and can automate my API requests. Thanks for this!

MeatWrench
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by MeatWrench »

Apologies, I'm new to cheat engine, but can a get a brief description of the hooks in the trainer? thanks!

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katanapuffin
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by katanapuffin »

Ask for a request: it would be possible to transform normal chest into kronica's chest?
Or something that guarantee the spawn of this kind of chest

twotonedearly
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by twotonedearly »

there was another update, gonna see if the game still loads with the last patch

Edit: game closed when I opened CE.

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thethiny
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by thethiny »

twotonedearly wrote:
Tue Jul 23, 2019 7:34 am
there was another update, gonna see if the game still loads with the last patch

Edit: game closed when I opened CE.
At this rate, I stopped updating the game. What I do is I update, then restore a backup and I simply move over the following files:
x64TOC.txt
ContentValidation.txt
COALESCED.ini

and I also restore the exe in binaries. The game will now load the new files, but without the "fixes".

Aloneh
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by Aloneh »

Has anyone managed to activate the ct?

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appledog
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by appledog »

Does any of this still work? I'd like to know before I buy the game. Thank you!

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thethiny
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by thethiny »

appledog wrote:
Mon Aug 05, 2019 2:19 pm
Does any of this still work? I'd like to know before I buy the game. Thank you!
Yes

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appledog
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by appledog »

thethiny wrote:
Mon Aug 05, 2019 8:52 pm
appledog wrote:
Mon Aug 05, 2019 2:19 pm
Does any of this still work? I'd like to know before I buy the game. Thank you!
Yes
Thank you so much for the response. Just had a couple for questions. Does the stuff from the opening post still work? Or do I have to go back and download the new .exe that user was so kind to provide, and then sift through 50 some odd pages to find scripts/codes that work with the game? If you could point me towards some of the resources that still work in this thread, I would greatly appreciate it.

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thethiny
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by thethiny »

appledog wrote:
Mon Aug 05, 2019 11:37 pm
thethiny wrote:
Mon Aug 05, 2019 8:52 pm
appledog wrote:
Mon Aug 05, 2019 2:19 pm
Does any of this still work? I'd like to know before I buy the game. Thank you!
Yes
Thank you so much for the response. Just had a couple for questions. Does the stuff from the opening post still work? Or do I have to go back and download the new .exe that user was so kind to provide, and then sift through 50 some odd pages to find scripts/codes that work with the game? If you could point me towards some of the resources that still work in this thread, I would greatly appreciate it.

eco95
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by eco95 »

@thethiny

Thanks so much for the video, will try it out.

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thethiny
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Re: Mortal Kombat 11 - table v: 1.0.8 CT

Post by thethiny »

eco95 wrote:
Sun Aug 11, 2019 1:16 am
@thethiny

Thanks so much for the video, will try it out.
Just to be clear, the original tutorials are by SunBeam/Tim, the video I showed you above is of the latest update, and I'm showing you that it works.

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