Mortal Kombat 11 - table v: 1.0.8 CT

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TimFun13
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by TimFun13 »

maine wrote:
Wed May 01, 2019 11:04 am
any info on unlocking towers that are locked behind certain requirements? (brutalities,fatalities, throws, uppercuts)
No, I still haven't got to one that I didn't unlock just playing; and I can't really look for what's unlocked already.

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

maine
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by maine »

ShyTwig16 wrote:
Wed May 01, 2019 11:07 am
maine wrote:
Wed May 01, 2019 11:04 am
any info on unlocking towers that are locked behind certain requirements? (brutalities,fatalities, throws, uppercuts)
No, I still haven't got to one that I didn't unlock just playing; and I can't really look for what's unlocked already.
I think you are looking at the wrong section:

Tower menu -> the section on the top left.

you can summon charachter specific towers there. Once you beat the first set of towers for a character level 2 will unlock. The last two towers on there are locked behind requirements.

TimFun13
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by TimFun13 »

maine wrote:
Wed May 01, 2019 11:11 am
ShyTwig16 wrote:
Wed May 01, 2019 11:07 am
maine wrote:
Wed May 01, 2019 11:04 am
any info on unlocking towers that are locked behind certain requirements? (brutalities,fatalities, throws, uppercuts)
No, I still haven't got to one that I didn't unlock just playing; and I can't really look for what's unlocked already.
I think you are looking at the wrong section:

Tower menu -> the section on the top left.

you can summon charachter specific towers there. Once you beat the first set of towers for a character level 2 will unlock. The last two towers on there are locked behind requirements.
I've completed all the character towers for 2 characters so far.

maine
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by maine »

ShyTwig16 wrote:
Wed May 01, 2019 11:13 am
maine wrote:
Wed May 01, 2019 11:11 am
ShyTwig16 wrote:
Wed May 01, 2019 11:07 am


No, I still haven't got to one that I didn't unlock just playing; and I can't really look for what's unlocked already.
I think you are looking at the wrong section:

Tower menu -> the section on the top left.

you can summon charachter specific towers there. Once you beat the first set of towers for a character level 2 will unlock. The last two towers on there are locked behind requirements.
I've completed all the character towers for 2 characters so far.
there are still 23 other characters though

TimFun13
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by TimFun13 »

maine wrote:
Wed May 01, 2019 11:14 am
...
there are still 23 other characters though
But I'll likely unlock those the same way as I actually play the game, the requirement don't seem to be that hard to reach. And I have to admit, I'm kinda dumb founded by that statement; it shows you think I have all the time in the world for this, but it's just a hobby I enjoy and thus I do what I feel like.

You're welcome to look into it yourself.
Generic Tutorials
[Link]
[Link]

EDIT: I'll keep the table updated, but I think I'm going to join SB back at Borderlands and have some real fun. But who knows; the next MK game night I have with my friends, they might find something of interest and we'll see where I go with that.

Xtraxtor
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by Xtraxtor »

maine wrote:
Wed May 01, 2019 11:04 am
any info on unlocking towers that are locked behind certain requirements? (brutalities,fatalities, throws, uppercuts)
+ for this. level 2 tower requires 75 fatalities AND 75 brutalities for specified character. That is brutal!

maine
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by maine »

Xtraxtor wrote:
Wed May 01, 2019 1:00 pm
maine wrote:
Wed May 01, 2019 11:04 am
any info on unlocking towers that are locked behind certain requirements? (brutalities,fatalities, throws, uppercuts)
+ for this. level 2 tower requires 75 fatalities AND 75 brutalities for specified character. That is brutal!
level 3 its 150 for each

TimFun13
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by TimFun13 »

maine wrote:
Wed May 01, 2019 1:41 pm
...
Do you have to resummon the towers for the character, I haven't done that; thought is was like the others where it jumps just to the next level, this may be the misunderstanding.

Kerio
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by Kerio »

ShyTwig16 wrote:
Wed May 01, 2019 2:00 pm
Do you have to resummon the towers for the character, I haven't done that; thought is was like the others where it jumps just to the next level, this may be the misunderstanding.
Yes, you have to buy every new level from the character select screen to make it show up.
And the requirements get more and more ridiculous. 75 each is just the beginning (and the count is always reset when you summon a new tower island).
I would also really appreciate a way to bypass these requirements.

Holly
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by Holly »

@ShyTwig16
Thank you very much, i just had to alt tab very fast into the game and teleporting works.
How can i teleport to a custom coordinate? i clicked on the pointers section but it shows me big numbers, do i have to convert coordinates first?
Thanks again

TimFun13
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by TimFun13 »

Holly wrote:
Wed May 01, 2019 2:53 pm
@ShyTwig16
Thank you very much, i just had to alt tab very fast into the game and teleporting works.
How can i teleport to a custom coordinate? i clicked on the pointers section but it shows me big numbers, do i have to convert coordinates first?
Thanks again
You can just look at the coordinates on screen vs the pointers, but I think the on screen ones are multiplied by 100.

maine
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by maine »

ShyTwig16 wrote:
Wed May 01, 2019 2:00 pm
maine wrote:
Wed May 01, 2019 1:41 pm
...
Do you have to resummon the towers for the character, I haven't done that; thought is was like the others where it jumps just to the next level, this may be the misunderstanding.
yes you do have to resummon them for each stage per character (4 total).

Holly
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by Holly »

ShyTwig16 wrote:
Wed May 01, 2019 2:55 pm
Holly wrote:
Wed May 01, 2019 2:53 pm
@ShyTwig16
Thank you very much, i just had to alt tab very fast into the game and teleporting works.
How can i teleport to a custom coordinate? i clicked on the pointers section but it shows me big numbers, do i have to convert coordinates first?
Thanks again
You can just look at the coordinates on screen vs the pointers, but I think the on screen ones are multiplied by 100.
Oh.
So because there's a Z pointer i have to walk to the point that i want to teleport first then save the location. It doesn't seem that i could do it without walking there first.

Xtraxtor
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Re: Mortal Kombat 11 - table v: 1.0.5 CT

Post by Xtraxtor »

maine wrote:
Wed May 01, 2019 1:41 pm
Xtraxtor wrote:
Wed May 01, 2019 1:00 pm
maine wrote:
Wed May 01, 2019 11:04 am
any info on unlocking towers that are locked behind certain requirements? (brutalities,fatalities, throws, uppercuts)
+ for this. level 2 tower requires 75 fatalities AND 75 brutalities for specified character. That is brutal!
level 3 its 150 for each
i tried to search for 2 bytes and 4 bytes for fatalities counter but no luck. I found some values, but changing them didn't help

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

Post by theoxzisis »

Holly wrote:
Tue Apr 30, 2019 8:33 pm
theoxzisis wrote:
Tue Apr 30, 2019 8:05 pm
ShyTwig16 wrote:
Tue Apr 30, 2019 1:52 am
Use this at your own risk, but "Premium Shop" items for 1 time crystal. Might even want to give it a day see if I get banned, up to you.

Code: Select all

{
	Process			: MK11.exe  -  (x64)
	Module			: MK11.exe
	Game Title		: Mortal Kombat 11
	Game Version	: 1.0.0.0
	CE Version		: 6.83
	Script Version	: 0.0.1
	Date			: 04/29/19
	Author			: ShyTwig16
	Name			: StoreCostHook

	Store Cost Hook
}

{$STRICT}

define(address, MK11.exe+A9E3CC)
define(bytes, 48 63 F0 85 FF)

////
//// ------------------------------ ENABLE ------------------------------
[ENABLE]
aobScanModule(aobStoreCostHook, MK11.exe, 49xxxxE8xxxxxxxx48xxxx85xx79xx41)
define(injStoreCostHook, aobStoreCostHook+8)
assert(injStoreCostHook, bytes)
registerSymbol(injStoreCostHook)

alloc(memStoreCostHook, 0x400, injStoreCostHook)

label(intStoreCostHook)
registerSymbol(intStoreCostHook)

label(ptrStoreCostHook)
registerSymbol(ptrStoreCostHook)

label(n_code)
label(o_code)
label(exit)
label(return)

memStoreCostHook:
	intStoreCostHook:
		dd (int)1
	align 10
	ptrStoreCostHook:
		dq 0
	align 10 CC
	n_code:
		cmp r14,0
		jne o_code
			mov [ptrStoreCostHook],ecx
			mov eax,[intStoreCostHook]
			mov [rcx+8],eax
	o_code:
		movsxd  rsi,eax
		test edi,edi
	exit:
		jmp return


////
//// ---------- Injection Point ----------
injStoreCostHook:
	jmp n_code
	return:


////
//// ------------------------------ DISABLE ------------------------------
[DISABLE]
////
//// ---------- Injection Point ----------
injStoreCostHook:
	db bytes

unregisterSymbol(injStoreCostHook)

unregisterSymbol(intStoreCostHook)

unregisterSymbol(ptrStoreCostHook)

dealloc(memStoreCostHook)

{
//// Injection Point: MK11.exe+A9E3CC  -  0000000140A9E3CC
//// AOB address: 0000000140A9E3C4  -  MK11.exe+A9E3C4
//// Process: MK11.exe  -  0000000140000000
//// Module: MK11.exe  -  0000000140000000
//// Module Size: 0000000018215000
MK11.exe+A9E382:  48 8B CA                    -  mov rcx,rdx                        
MK11.exe+A9E385:  E8 E6A14100                 -  call 140EB8570                     
MK11.exe+A9E38A:  48 8D 4C 24 40              -  lea rcx,[rsp+40]                   
MK11.exe+A9E38F:  E8 1CE04000                 -  call 140EAC3B0                     
MK11.exe+A9E394:  90                          -  nop                                
MK11.exe+A9E395:  EB 2D                       -  jmp 140A9E3C4                      
MK11.exe+A9E397:  85 FF                       -  test edi,edi                       
MK11.exe+A9E399:  79 05                       -  jns 140A9E3A0                      
MK11.exe+A9E39B:  41 8B C6                    -  mov eax,r14d                       
MK11.exe+A9E39E:  EB 0A                       -  jmp 140A9E3AA                      
MK11.exe+A9E3A0:  B8 01000000                 -  mov eax,00000001                   
MK11.exe+A9E3A5:  3B F8                       -  cmp edi,eax                        
MK11.exe+A9E3A7:  0F4C C7                     -  cmovl eax,edi                      
MK11.exe+A9E3AA:  48 98                       -  cdqe                               
MK11.exe+A9E3AC:  48 6B C8 38                 -  imul rcx,rax,38                    
MK11.exe+A9E3B0:  48 8D 15 8D118501           -  lea rdx,[1422EF544]                [00000000]
MK11.exe+A9E3B7:  4A 8B 8C 21 80000000        -  mov rcx,[rcx+r12+00000080]         
MK11.exe+A9E3BF:  E8 5C81ACFF                 -  call 140566520                     
MK11.exe+A9E3C4:  49 8B CF                    -  mov rcx,r15                        <<<--- AOB Starts Here
MK11.exe+A9E3C7:  E8 84D89EFF                 -  call 14048BC50                     
////  INJECTING START  ----------------------------------------------------------
MK11.exe+A9E3CC:  48 63 F0                    -  movsxd  rsi,eax                    
MK11.exe+A9E3CF:  85 FF                       -  test edi,edi                       
////  INJECTING END  ----------------------------------------------------------
MK11.exe+A9E3D1:  79 05                       -  jns 140A9E3D8                      
MK11.exe+A9E3D3:  41 8B DE                    -  mov ebx,r14d                       
MK11.exe+A9E3D6:  EB 0A                       -  jmp 140A9E3E2                      
MK11.exe+A9E3D8:  BB 01000000                 -  mov ebx,00000001                   
MK11.exe+A9E3DD:  3B FB                       -  cmp edi,ebx                        
MK11.exe+A9E3DF:  0F4C DF                     -  cmovl ebx,edi                      
MK11.exe+A9E3E2:  BA 01000000                 -  mov edx,00000001                   
MK11.exe+A9E3E7:  48 8D 4C 24 40              -  lea rcx,[rsp+40]                   
MK11.exe+A9E3EC:  E8 DFAE4000                 -  call 140EA92D0                     
MK11.exe+A9E3F1:  90                          -  nop                                
MK11.exe+A9E3F2:  45 33 C0                    -  xor r8d,r8d                        
MK11.exe+A9E3F5:  48 8D 15 94878601           -  lea rdx,[142306B90]                ["DigitSeparator"]
MK11.exe+A9E3FC:  48 8D 0D 15AA8501           -  lea rcx,[1422F8E18]                ["General"]
MK11.exe+A9E403:  E8 B8944500                 -  call 140EF78C0                     
MK11.exe+A9E408:  4C 8B C0                    -  mov r8,rax                         
MK11.exe+A9E40B:  48 8B CE                    -  mov rcx,rsi                        
MK11.exe+A9E40E:  48 8D 54 24 40              -  lea rdx,[rsp+40]                   
MK11.exe+A9E413:  E8 98D5FCFF                 -  call 140A6B9B0                     
MK11.exe+A9E418:  48 8D 4C 24 40              -  lea rcx,[rsp+40]                   
//// Template: I2CEA_AOBFullInjectionWithValues
//// Generated with: I2 Cheat Engine Auto Assembler Script Template Generator
//// Code Happy, Code Freely, Be Awesome.
}

How do I use this script ?
Thanks
Using google helps.
Anyway open cheat engine, open mk's process, hit ctrl+alt+A, paste the code, execute.

Does anyone know if the teleport script still work? mine doesn't seem to.
thanks !!

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