Mortal Kombat 11 - table v: 1.0.7 CT

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Archangel73337
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Archangel73337 » Fri Jun 07, 2019 5:47 pm

SunBeam wrote:
Fri Jun 07, 2019 12:19 pm
Since I've been away all day long yesterday, I recently learned the game updated again. This time around they left in only the anti-CE code and removed the memory integrity routine, as well as the code that performed the checksums. Guess the public being pissed off by the useless slow-downs got to them. We're back to just anti-CE. Will update the DLL as well, easy fix.

EDIT: Updated: viewtopic.php?p=91982#p91982.
Thank You for hard work and clarity.

Wish you a lot of patience :)

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by LeoNatan » Fri Jun 07, 2019 11:53 pm

Fantastic, thanks!

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by LeoNatan » 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.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by mrfrontman » Sat Jun 08, 2019 10:27 pm

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.
huh?

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by stek-kravari » Sat Jun 08, 2019 11:33 pm

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.
Works fine for me, no crashing when using cheat engine

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by thethiny » 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?

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Morisato » Sun Jun 09, 2019 4:54 am

For me, using the v1.2 DLL version and when I start CE after launching the game, it too pops up the error notice about using CE before closing the game. The neat thing is my game seems to start up faster with the DLL in place.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 09, 2019 2:24 pm

Like it's been said already in several posts:
  • stop following tutorials; those are old news; the game has been updated 2 times since those
  • you don't need any .exe patching, just the .dll in the aforementioned folder
Here's a video showing the before and after situations.



This has been tested ONLY ON WINDOWS 10 x64. If you run any other x64 OS, do send me the d3d11.dll in your system32 folder. The exports might be different. Aside from that, cause for crashes might be Direct3D hooks or additional graphics improvements you may use through 3rd party tools (SweetFX or some other shit) which also make use of d3d11.dll. If that's the case, disable said optimizations. And let me know. Next version will be a different lib, not d3d11 then.

BR,
Sun

P.S.: Note that any CH propaganda, acolytes and attempts at posting CH-proprietary tools, requested or not (I'm sure 1 PM asking for details from thetiny didn't really represent "people asked me to post it"), is not allowed. CH is banned entirely from FRF.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Morisato » Sun Jun 09, 2019 7:44 pm

For SunBeam:
Win 7 x64
d3d11.zip
(533.06 KiB) Downloaded 17 times

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 09, 2019 10:26 pm

^ The one you posted for Windows 7 x64 is basically the same one on Windows 10, minus 4 exported functions (which I've already covered in my proxy DLL). So there isn't anything I can do for your crashes, unless we do a remote Desktop session (Discord or Team Viewer, your choice; PM me if interested). Are you running the game from Program Files (x86) (is Steam installed there)? Maybe there's a problem with the fact that you're running the game from a secure folder location.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Morisato » Mon Jun 10, 2019 1:14 am

SunBeam wrote:
Sun Jun 09, 2019 10:26 pm
^ The one you posted for Windows 7 x64 is basically the same one on Windows 10, minus 4 exported functions (which I've already covered in my proxy DLL). So there isn't anything I can do for your crashes, unless we do a remote Desktop session (Discord or Team Viewer, your choice; PM me if interested). Are you running the game from Program Files (x86) (is Steam installed there)? Maybe there's a problem with the fact that you're running the game from a secure folder location.
Steam is installed within PF (x86) but the game is installed on another drive. Not sure about the other person above having the same issue. I'm not worried as the unlocker works fine for me. Since the DLL is the same I won't press further but if the guy above wants to he can. Was merely helping provide the dll in case it was different.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by thethiny » Mon Jun 10, 2019 4:18 am

My steam is on PF x86 on C, Game is on D. Don't think the issue isthere.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by desnsined » Mon Jun 10, 2019 4:06 pm

d3d11.dll works perfect, but
I got this error, does it have any solution?

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "HealthHook.CEA"

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Mon Jun 10, 2019 4:46 pm

@Morisato: What does it happen when you launch MK11.exe with my d3d11.dll in the game folder? And do you have the original .exe to test again? It might be due to having used the patcher, then my .dll... Would be nice if you recorded a quick video.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by mrfrontman » Mon Jun 10, 2019 7:32 pm

desnsined wrote:
Mon Jun 10, 2019 4:06 pm
d3d11.dll works perfect, but
I got this error, does it have any solution?

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "HealthHook.CEA"

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"
The table needs to be updated, addresses have changed since MK11 updated so wait for v1.0.7

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