Mortal Kombat 11 - table v: 1.0.8 CT

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TimFun13
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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by TimFun13 »

TroliusMaximus wrote:
Mon Apr 29, 2019 11:37 am
Question:
Anyone know when and where those Kronika "orb" thingies spawn mostly?... I ran out of Koin and I need to hack some more for donation$ to the character skins god, and I haven't found any in my last two reloads of the Krypt =/
---
Lemonforce wrote:
Mon Apr 29, 2019 10:47 am
The only problem with that is that character towers start requiring ridiculous conditions like 50 throws/uppercuts, 75 fatalities/brutalities, 100 krushing blows, 125 fatal blows etc
Boldfaced for where I, too, stopped wasting irreplaceable hours of my life for what I've already paid for to access and already legally own.
If you play the game, you'll get time crystals; then I guess just check the store every hour tell you find the skin you want. That or pay real money for it. I don't get why this or any game needs 1000s of skins in the first place, it just makes unlocking fatalities that much harder; why so people can think they look cool, but funny thing is I just see the same Dbags wearing parachute pants.
[Link]

Zandrial wrote:
Mon Apr 29, 2019 12:31 pm
@ShyTwig16 or SunBeam can you figure out how this guy removed the 30 FPS limit in the krypt / fatal blows etc.?
[Link] it's a "trainer" but how would i log values a trainer does to the game? would be awesome if you could include it in your table maybe
Ask the trainer maker, or use value scanning I guess. If you think you'll get advice on stealing others work in this forum, think again. Maybe I'm just old, but I don't see any difference other then better textures; maybe upgrade your graphics card, if you're seeing a big difference it might be that you're dropping below 30 fps.
At 30 fps you're talking 33.33 ms per frame, and IIRC it takes 14 ms or so for the rod-cone system in your eye to process the light waves and another 20 ms or so for the brain to process that information; for reference it takes 200-300 ms to blink, so I guess blink less and see if that helps.

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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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by timtoe »

Zandrial wrote:
Mon Apr 29, 2019 12:31 pm
@ShyTwig16 or SunBeam can you figure out how this guy removed the 30 FPS limit in the krypt / fatal blows etc.?
[Link] it's a "trainer" but how would i log values a trainer does to the game? would be awesome if you could include it in your table maybe
The game itself is rendering at 60 fps; however, the graphics driver is being told to drop frames down to 30. The '60 fps mod' modifies the call to the graphics driver to no longer drop those frames. This results in 60 fps at all times. The game isn't being modified at all with this, only your graphics API.

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by DeaDHeaD »

Zandrial wrote:
Mon Apr 29, 2019 12:31 pm
@ShyTwig16 or SunBeam can you figure out how this guy removed the 30 FPS limit in the krypt / fatal blows etc.?
[Link] it's a "trainer" but how would i log values a trainer does to the game? would be awesome if you could include it in your table maybe
There is nothing easier. CheatEngine needs to freeze these two addresses by setting the value to zero.
14318D5E0
14318D5E4

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by rikkai »

can you add cpu vs cpu function please?

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by IxLOPEZxI »

DeaDHeaD wrote:
Mon Apr 29, 2019 1:33 pm
Zandrial wrote:
Mon Apr 29, 2019 12:31 pm
@ShyTwig16 or SunBeam can you figure out how this guy removed the 30 FPS limit in the krypt / fatal blows etc.?
[Link] it's a "trainer" but how would i log values a trainer does to the game? would be awesome if you could include it in your table maybe
There is nothing easier. CheatEngine needs to freeze these two addresses by setting the value to zero.
14318D5E0
14318D5E4
Made a account just to say this does work for at least the krypt
Edit: also for menu and fatalities
Last edited by IxLOPEZxI on Mon Apr 29, 2019 2:43 pm, edited 1 time in total.

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mgr.inz.Player
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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by mgr.inz.Player »

DeaDHeaD wrote:
Mon Apr 29, 2019 1:33 pm
Zandrial wrote:
Mon Apr 29, 2019 12:31 pm
@ShyTwig16 or SunBeam can you figure out how this guy removed the 30 FPS limit in the krypt / fatal blows etc.?
[Link] it's a "trainer" but how would i log values a trainer does to the game? would be awesome if you could include it in your table maybe
There is nothing easier. CheatEngine needs to freeze these two addresses by setting the value to zero.
14318D5E0
14318D5E4
That trainer sets value and freeze:
Black bars:
MK11.exe+2EF6B9C, type 4byte, to one

FPS:
MK11.exe+318D5E0, type 4byte, to zero
MK11.exe+318D5E4, type 4byte, to zero
MK11.exe+3185E38, type 4byte, to zero
MK11.exe+30CCAEC, type 4byte, to three

(I don't have the game...)

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by maine »

Some Skins,brutalites and gear are locked behind specific character towers which you can unlock with 25k gold in the tower menu.

Doing towers is easy with the cheats provided.
However the game will lock you out of progressing and demands that you do a number of fatalities/brutalities, uppercuts and fatal blows (per character as you can only activate one tower for one character).
What makes this very time consuming is that the game only counts your progress once you buy the tower. Is there a way to get around this?

im really having fun playing the game but watching the same animations and clips hundreds of times really sucks the fun out of it.

Zandrial
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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by Zandrial »

DeaDHeaD wrote:
Mon Apr 29, 2019 1:33 pm
Zandrial wrote:
Mon Apr 29, 2019 12:31 pm
@ShyTwig16 or SunBeam can you figure out how this guy removed the 30 FPS limit in the krypt / fatal blows etc.?
[Link] it's a "trainer" but how would i log values a trainer does to the game? would be awesome if you could include it in your table maybe
There is nothing easier. CheatEngine needs to freeze these two addresses by setting the value to zero.
14318D5E0
14318D5E4
Thank you, but how do i find these values if i were to search for them?

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mgr.inz.Player
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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by mgr.inz.Player »

@Zandrial, do tutorials.

For now you can learn how to find it after game updates. Example:

Do "find out what accesses this address" on this:
MK11.exe+318D5E0

then use "check if found opcodes ..." feature. Go to game, play for one minute (lags are expected), trigger some cutscenes, etc.

Maybe you can find the piece of code which access only this one address.

Then create AA code. Just use "AOB Injection" template on that piece of code.

Hopefully, your AA code will access FPS_cap_flag address in next game version.

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by SunBeam »

^ Hey ya, nice to see you around! :)

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by EchoDog »

Not sure what i'm doing wrong here. I error when i activate mainhooks.

Code: Select all

Process Module: MK11.exe (x64)
Path to File: D:\Steam\steamapps\common\Mortal Kombat 11\Binaries\Retail\MK11.exe
Module Address: 0000000140000000
File Version: 1.0.0.0

Process Module: MK11.exe
File Version: 1.0.0.0
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "_Main.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "_Main.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: initMemory:
Initializing memory
 
I2CETLogger::CETlog - DEBUG: initMemory:
Memory allocated: strI2CETeleporterSaveName, 00000000017D0000
 
I2CETLogger::CETlog - DEBUG: initMemory:
Memory allocated: strI2CETeleporterSaveNameNew, 00000000017F0000
 
I2CETLogger::CETlog - INFO:  initMemory:
Memory initialized
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "CoordHook.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "CoordHook.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "CoordHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "CoordHook.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "CoordHook.CEA"
 
I2CETLogger::CETlog - ERROR: aobScan:
Error with "CoordHook.CEA", AOB pattern not found: "44xxxxxxxx0F59xx44xxxxxx0F28xx0F15xx0FC6xxxx0F28"
 
I2CETLogger::CETlog - DEBUG: clearGlobals:
clearGlobals: All I2CETableCEA globals cleared
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "CoordHook.CEA"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by Kenshi »

Hi everyone
I used the Krypt unlocker to open the Shao Kahn chests and it showed zero with a locker and I was unable to unlock it. Then I used KryptOrbcostHook and now when I get close to a Shao Kahn chest it shows nothing and the game crashes always. Now a kronika chest showed up and when I got close the game crashed again... Any help please?

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by SunBeam »

^ Use just P.S.#3 in this post: viewtopic.php?p=87815#p87815.

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by TimFun13 »

EchoDog wrote:
Mon Apr 29, 2019 9:19 pm
Not sure what i'm doing wrong here. I error when i activate mainhooks.
...
Not sure what the problem is, it's working on my end.
Here's the relevant error message.

Code: Select all

I2CETLogger::CETlog - ERROR: aobScan:
Error with "CoordHook.CEA", AOB pattern not found: "44xxxxxxxx0F59xx44xxxxxx0F28xx0F15xx0FC6xxxx0F28"
And to original code.

Code: Select all

{
//// Injection Point: MK11.exe+1590F1E5  -  000000015590F1E5
//// AOB address: 000000015590F1DD  -  MK11.exe+1590F1DD
//// Process: MK11.exe  -  0000000140000000
//// Module: MK11.exe  -  0000000140000000
//// Module Size: 0000000018215000
MK11.exe+1590F18B:  0F28 4D 80                  -  movaps xmm1,[rbp-80]               
MK11.exe+1590F18F:  48 89 D9                    -  mov rcx,rbx                        
MK11.exe+1590F192:  4C 8B 85 20050000           -  mov r8,[rbp+00000520]              
MK11.exe+1590F199:  48 89 FA                    -  mov rdx,rdi                        
MK11.exe+1590F19C:  0F11 4F 70                  -  movups [rdi+70],xmm1               
MK11.exe+1590F1A0:  66 89 47 36                 -  mov [rdi+36],ax                    
MK11.exe+1590F1A4:  0F10 57 10                  -  movups xmm2,[rdi+10]               
MK11.exe+1590F1A8:  0F28 3D A14262ED            -  movaps xmm7,[142F33450]            [(float)1.0000]
MK11.exe+1590F1AF:  0F28 DA                     -  movaps xmm3,xmm2                   
MK11.exe+1590F1B2:  0F28 6D 80                  -  movaps xmm5,[rbp-80]               
MK11.exe+1590F1B6:  0F28 CA                     -  movaps xmm1,xmm2                   
MK11.exe+1590F1B9:  48 8B 45 A0                 -  mov rax,[rbp-60]                   
MK11.exe+1590F1BD:  44 0F28 4C 24 70            -  movaps xmm9,[rsp+70]               
MK11.exe+1590F1C3:  0FC6 DA FF                  -  shufps xmm3,xmm2,-01               
MK11.exe+1590F1C7:  48 C1 E1 05                 -  shl rcx,05                         
MK11.exe+1590F1CB:  0F10 40 20                  -  movups xmm0,[rax+20]               
MK11.exe+1590F1CF:  0F59 05 6A4362ED            -  mulps xmm0,[142F33540]             [(float)0.5000]
MK11.exe+1590F1D6:  48 03 8D 18050000           -  add rcx,[rbp+00000518]             
MK11.exe+1590F1DD:  44 0F59 48 20               -  mulps xmm9,[rax+20]                <<<--- AOB Starts Here
MK11.exe+1590F1E2:  0F59 E8                     -  mulps xmm5,xmm0                    
////  INJECTING START  ----------------------------------------------------------
MK11.exe+1590F1E5:  44 0F58 0F                  -  addps xmm9,[rdi]                   
MK11.exe+1590F1E9:  0F28 C5                     -  movaps xmm0,xmm5                   
////  INJECTING END  ----------------------------------------------------------
MK11.exe+1590F1EC:  0F15 C7                     -  unpckhps xmm0,xmm7                 
MK11.exe+1590F1EF:  0FC6 E8 C4                  -  shufps xmm5,xmm0,-3C               
MK11.exe+1590F1F3:  0F28 C2                     -  movaps xmm0,xmm2                   
MK11.exe+1590F1F6:  0FC6 C2 C9                  -  shufps xmm0,xmm2,-37               
MK11.exe+1590F1FA:  0F28 F5                     -  movaps xmm6,xmm5                   
MK11.exe+1590F1FD:  0F59 C5                     -  mulps xmm0,xmm5                    
MK11.exe+1590F200:  0F28 E5                     -  movaps xmm4,xmm5                   
MK11.exe+1590F203:  0FC6 F5 C9                  -  shufps xmm6,xmm5,-37               
MK11.exe+1590F207:  0F59 F2                     -  mulps xmm6,xmm2                    
MK11.exe+1590F20A:  0F59 D5                     -  mulps xmm2,xmm5                    
MK11.exe+1590F20D:  0FC6 E5 FF                  -  shufps xmm4,xmm5,-01               
MK11.exe+1590F211:  0F5C F0                     -  subps xmm6,xmm0                    
MK11.exe+1590F214:  0F59 CC                     -  mulps xmm1,xmm4                    
MK11.exe+1590F217:  0F28 C5                     -  movaps xmm0,xmm5                   
MK11.exe+1590F21A:  0F59 E3                     -  mulps xmm4,xmm3                    
MK11.exe+1590F21D:  0F59 C3                     -  mulps xmm0,xmm3                    
MK11.exe+1590F220:  0FC6 F6 C9                  -  shufps xmm6,xmm6,-37               
MK11.exe+1590F224:  44 0F29 4D C0               -  movaps [rbp-40],xmm9               
MK11.exe+1590F229:  0F58 F0                     -  addps xmm6,xmm0                    
//// Template: I2CEA_AOBFullInjection
//// Generated with: I2 Cheat Engine Auto Assembler Script Template Generator
//// Code Happy, Code Freely, Be Awesome.
}
You can do an AOB scan to see if you can figure out what's different. But you might just need to restart the PC and verify the game files.


Kenshi wrote:
Mon Apr 29, 2019 9:31 pm
Hi everyone
I used the Krypt unlocker to open the Shao Kahn chests and it showed zero with a locker and I was unable to unlock it. Then I used KryptOrbcostHook and now when I get close to a Shao Kahn chest it shows nothing and the game crashes always. Now a kronika chest showed up and when I got close the game crashed again... Any help please?
It's working fine on my end, try verifying the game files. Both the harts chests and the kronika orbs show 0 with the unlocker and you should only use the "Krypt Orb Cost Hook" to get koins if needed, but having them both enabled works it's just the the unlocker keeps the orb cost hook from even running. Did you try using too large a value with the "Krypt Orb Cost Hook"?

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Re: Mortal Kombat 11 - table v: 1.0.4 CT

Post by SunBeam »

@Tim: Welp, figured I might pursue what I thought should be the ultimate goal here; ability to give yourself currency (Koins, Souls, Hearts). See, that 0xE14 BYTE is in a section where this happens:

Code: Select all

MK11.exe+807967 - 41 80 BC 24 140E0000 00 - cmp byte ptr [r12+00000E14],00 { 0 }
..
MK11.exe+807A10 - 48 8D 0D E1C3B901     - lea rcx,[MK11.exe+23A3DF8] { ("PID_KRYPT_KOLLECTOR_CLOSE_FROM_CONSUMABLE_PROC") }
..
MK11.exe+807B2D - 8B 7D 67              - mov edi,[rbp+67]
MK11.exe+807B30 - 83 EF 01              - sub edi,01 { 1 }
MK11.exe+807B33 - 0F84 1A020000         - je MK11.exe+807D53
MK11.exe+807B39 - 83 EF 01              - sub edi,01 { 1 }
MK11.exe+807B3C - 0F84 0D010000         - je MK11.exe+807C4F
MK11.exe+807B42 - 83 FF 01              - cmp edi,01 { 1 }
MK11.exe+807B45 - 0F85 10030000         - jne MK11.exe+807E5B
..
MK11.exe+807D53 - 48 8D 45 67           - lea rax,[rbp+67]
MK11.exe+807D57 - 48 89 45 7F           - mov [rbp+7F],rax
MK11.exe+807D5B - 48 8D 4D 67           - lea rcx,[rbp+67]
MK11.exe+807D5F - E8 EC0F6E00           - call MK11.exe+EE8D50 <--
MK11.exe+807D64 - 48 8B F8              - mov rdi,rax
MK11.exe+807D67 - 48 8D 4D EF           - lea rcx,[rbp-11]
MK11.exe+807D6B - E8 A0246A00           - call MK11.exe+EAA210 <--
..
MK11.exe+807DA6 - 48 8D 15 8F2BB601     - lea rdx,[MK11.exe+236A93C] { ("KRYPT") }
..
MK11.exe+807DF2 - 48 8D 15 572BB601     - lea rdx,[MK11.exe+236A950] { ("Exp_Koins") }
So I said to myself "if the game can update the Koins subtracting the amount of a chest from the Koins total through this function, then update the Koins on-screen, why not also adding them?" (we all know setting the chest cost to negative numbers will not give you that amount). So I marked up a CALL which I entered, went to its RET and found out which functions access it when you enter a zone with just urns or skeletions lying around waiting to be bashed.

So I found these:

Code: Select all

MK11.exe+412630 - 48 8B C4              - mov rax,rsp
MK11.exe+412633 - 56                    - push rsi
MK11.exe+412634 - 57                    - push rdi
MK11.exe+412635 - 41 56                 - push r14
MK11.exe+412637 - 48 83 EC 60           - sub rsp,60 { 96 }
MK11.exe+41263B - 48 C7 40 B8 FEFFFFFF  - mov qword ptr [rax-48],FFFFFFFE { (0) }
RET that one and you won't get notified when you earn currency in top-right of the screen.

Code: Select all

MK11.exe+410210 - 48 8B C4              - mov rax,rsp
MK11.exe+410213 - 56                    - push rsi
MK11.exe+410214 - 57                    - push rdi
MK11.exe+410215 - 41 56                 - push r14
MK11.exe+410217 - 48 83 EC 60           - sub rsp,60 { 96 }
MK11.exe+41021B - 48 C7 40 B8 FEFFFFFF  - mov qword ptr [rax-48],FFFFFFFE { (0) }
MK11.exe+410223 - 48 89 58 10           - mov [rax+10],rbx
RET that one and you will see 0 Koins in top-right of the screen when you destroy an urn/skeleton. You do get the real Koins amount, though it shows 0 up top.

To be continued.

P.S.: I basically want to find the function which, if RET'd, would not give me Koins when I bash an urn/skeleton ;) Then I'll start from there.

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