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 Post subject: MK11 All In One Mod Thread: ASI/Cam/Mod Loader/NPC...etc
 Post Posted: Thu Nov 19, 2020 7:21 am 
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thethiny's All in One MK11 Thread

Hi everyone, this is a thread to cover all of my MK11 Mods, since there are lots of mods threads now. I will be combining all of them into separate posts on this page.

For Downloads please refer to the Downloads section.
For tutorials please refer to the tutorials section.
This post will contain all the uploaded files as well as their Changelogs.
The posts will contain information only, downloads will always be in downloads section.
Posts will have their own Changelogs as well.
Previous threads will be taken down and combined into this post.
Previous download links will be available for the sake of completion.

Notes:
All mods are for the steam version of the game. I haven't tried on the cracked version so if you're on the cracked version then no, it might not work.
Unlocker does not work in offline mode.


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All of my Mortal Kombat 11 Mods are now unified under a Single Thread. Click The Image to go to the thread.


Last edited by thethiny on Thu Dec 10, 2020 2:53 pm, edited 10 times in total.

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 Post subject: ASIMK11
 Post Posted: Thu Nov 19, 2020 9:21 am 
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ASI MK11

ASI MK11 is the name I'm giving to the ASI Loader mods. Basically they're similar to Cheat Engine mods but they're applied to the game directly, this means you don't have to manually open Cheat Engine everytime you want to apply some mods, and you don't have to patch the exe to apply anti cheats.
What is it used for? It's used to modify game functions to make them do whatever you want them to, making the game act like you coded it.

Current Features:
  • Anti Cheat Engine Patch. Allows you to use Cheat Engine while game is running.
  • Anti CVD Mod Patch. Allows you to swap files.
  • Anti CVD 2 Patch. Allows you to modify files.
  • Mod Loader. Allows you to make a mods folder to keep all your mods in 1 place, so that you don't have to overwrite any file.
  • Camera Mod. That's right, camera mod has been integrated, so that you don't need multiple tools and keep track of multiple threads!
  • Fun Cheats. Some fun cheats that I use in my videos.
  • Intro Swaps. Allows you to swap intros between two characters.

How to use:
Download the Latest ASIMK11 version, and select the mods you want in the provided ini file. When a game updates, you need to change the addresses in the [Addresses] section of the ini. Addresses will be provided for you to add.

To use file swaps (like moveset swap), create a folder called MKSwap in the root folder (Mortal Kombat 11 Folder), and inside it create a new folder similar to the file that you are copying. Example, to swap Rain's Friendship with Subzero, copy Asset/RAIN_A_FRIENDSHIP.xxx into /MKSwap/Asset/SUBZERO_A_FRIENDSHIP.xxx. Console will say "Loaded Asset/RAIN_A_FRIENDSHIP.xxx from MKSwap".

In order to use the cheats, make sure to enable the usage of cheats in the ini and set a hotkey. By default the hotkey is F12. In order to use cheats, you need to hold the hotkey (F12 for example) and then press the number that identifies the cheat you want to enable/disable. Currently available cheats are:
  1. No Mercy Requirements: Perform Mercy any time.
  2. No Ground Requirement: You can perform ground moves (like slide) in the air.
  3. No Brutality Requirements: You can do any brutality at any time.
  4. Spawn Meteor: Towers of Time Meteor Always Spawns, regardless of time.

MK11Hook Compatibility:
Ermaccer has created his own Hook for other mods that differ (or are similar) to what ASIMK11 has to offer. You can refer to his Hook here to know more about it. However this begs the question of "Will both hooks work together?". The answer is YES. ASI mods are developed so that they always work together, unless it is corrupted. However, since both of us are using the Gui Menu, and since MK11 is such a painful game to mod, some clashes occur between our mods. That's why I'm bundling a 3rd ASI with ASIMK11 so that it works as a compatibility layer between multiple ASIs. The file is called ImGuiShared, since it shares the "ImGui" menu between different ASIs. It hasn't been tested much so I'm unsure how it will work, but from my and ermaccer's testing, it should be good enough for MK11.
Notes:
  • If ermaccer's Camera mod is active, ASIMK11's camera mod stops working. TimeStop is unrelated so far.
  • If you're using the compatibility layer (ImGuiShared.asi), the hotkey to enable the menu for all ASIs becomes F1 regardless of what you choose in the ini file for both.
  • Do not press F1 immediately when the game launches as that will cause it to act weird and freeze and change the font and ruin too many things.
  • You cannot change the resolution as it will cause stretching issues. Restart the game after you change the resolution to avoid visual glitches.


27/Jan/2021
Code:
[Addresses]
iCVD1 = 1AD092B
iCVD2 = 1A7BC95
iModLoader = 1424A43E0
iCamOffset = 6BC

[Patterns]
pCam = 0F 11 44 24 30 F2 0F 11 4C 24 40 8B
pTimestop = 8B 51 18 39 51 14
pIntroSwap = 8B 46 08 4D 89 55 00

[Patterns.Cheats]
pMercyAnyTime = 40 53 48 83 EC 20 48 8B D9 48 85 C9 0F 84 98
pNoGroundReq = 30 5B C3 CC CC CC CC CC CC 40 53 48 83 EC 20 8B
pNoBrutalityReq = 48 89 6C 24 18 56 57 41 56 48 83 EC 50 48 89
pBrutalityAlwaysCorrect = 40 53 48 83 EC 20 48 8B D9 48 85 C9 74 7C
pMeteorAlwaysSpawns = 75 1C 48 8B 03 48 8B D7



Addresses:
10/Dec/2020
Code:
[Addresses]
iCVD1 = 1ACE06B
iCVD2 = 1A793D5
iModLoader = 1424A13E0
iCamOffset = 6BC

[Patterns]
pCam = 0F 11 44 24 30 F2 0F 11 4C 24 40 8B
pTimestop = 8B 51 18 39 51 14
pIntroSwap = 8B 46 08 4D 89 55 00

[Patterns.Cheats]
pMercyAnyTime = 40 53 48 83 EC 20 48 8B D9 48 85 C9 0F 84 98
pNoGroundReq = 30 5B C3 CC CC CC CC CC CC 40 53 48 83 EC 20 8B
pNoBrutalityReq = 48 89 6C 24 18 56 57 41 56 48 83 EC 50 48 89
pBrutalityAlwaysCorrect = 40 53 48 83 EC 20 48 8B D9 48 85 C9 74 7C
pMeteorAlwaysSpawns = 75 1C 48 8B 03 48 8B D7


Post MK11 Movie Skin Pack: 26/Nov/2020
Code:
[Addresses]
iCVD1 = 1ABCF9B
iCVD2 = 1A68300
iModLoader = 1424903E0
iCamOffset = 0x6BC

[Patterns]
pCam = 0F 11 44 24 30 F2 0F 11 4C 24 40 8B


MK11 Ultimate: 17/November/2020
Code:
[Addresses]
iCVD1 = 1ABA62B
iCVD2 = 1A65995
iModLoader = 14248d3e0


Pre MK11 Ultimate: 16/November/2020
Code:
[Addresses]
iCVD1 = 1A964BB
iCVD2 = 1A41865


All Ini Settings
Code:
[Settings]
bEnableConsoleWindow = true/false ; Shows the console window for logging
bPauseOnStart = true/false ; Pauses the game before it launches to give you time to attach a debugger. Useful when your PC loads faster than you can attach a debugger.
bPatchUnlocker = true/false ; Enables the PIPE between Unlocker and MK11. Unlocker not working yet and causes bans. [color=#FF0000]DO NOT USE.[/color]
bModLoader = true/false ; Enables the Mod Loader file
bEnableCameraMod = true/false ; Enables the use of Camera Mod
bEnableTimeStop = true/false ; Enables the use of Time Stop
bEnableCheats = true/false ; Enables the usage of cheats
bEnableIntroSwap = true/false ; Enables Intro Swaps ;)
hotkey_cheats = F12 ; Hotkey to use to enable cheats
hotkey_menu = F1 ; Hotkey for the Hook Menu. Will be ignored if used with Ermaccer's MK11Hook.
iLogSize = 10 ; For Memory purposes, keep it at 10 unless you know what you're doing.

[AntiCheat]
bDisableAntiCheatEngine = true ; Hooks user32.dll to Disable Cheat Engine check. Should not break on updates.
bDisableAntiCVD1 = true ; Modifies game code to skip CVD1 check.
bDisableAntiCVD2 = true ; Modifies game code to skip CVD2 check.

[Addresses]
iCVD1 = 1ABA62B ; Requires Update with every game update.
iCVD2 = 1A65995 ; Requires Update with every game update.
iModLoader = 14248d3e0 ; Requires Update with every game update.
iUnlocker = 15F6A2D6 ; Requires Update with every game update. [color=#FF0000]DO NOT USE[/color]
iCamOffset = 0x6BC ; Requires Update only when Camera Mod stops working

[Patterns]
pCam = 0F 11 44 24 30 F2 0F 11 4C 24 40 8B ; Requires Update only when Camera Mod Stops working
pTimestop = 8B 51 18 39 51 14 ; Requires Update only when TimeStop Stops working
pIntroSwap = 8B 46 08 4D 89 55 00 ; Requires Update only when Intro Swap Stops working

[Patterns.Cheats]
pMercyAnyTime = 40 53 48 83 EC 20 48 8B D9 48 85 C9 0F 84 98 ; Perform Mercy at any time
pNoGroundReq = 30 5B C3 CC CC CC CC CC CC 40 53 48 83 EC 20 8B ; Perform Ground moves in the air (such as Subzero slide)
pNoBrutalityReq = 48 89 6C 24 18 56 57 41 56 48 83 EC 50 48 89 ; Perform any Brutality any time
pBrutalityAlwaysCorrect = 40 53 48 83 EC 20 48 8B D9 48 85 C9 74 7C ; Brutalities don't require holding specific buttons
pMeteorAlwaysSpawns = 75 1C 48 8B 03 48 8B D7 ; ToT Meteor always spawns

[Camera.Config]
fSpeed = 50 ; Camera movement speed
fCamHold = 50 ; Milliseconds to wait while holding camera. Smaller = Faster.

[Camera.Keys]
hotkey_toggle = F2 ; To Toggle Camera mod on/off
hotkey_x+ = NUMPAD8 ; Move X towards the positive axis
hotkey_x- = NUMPAD2 ; Move X towards the negative axis
hotkey_y+ = RIGHT ; The rest are the same as above 2
hotkey_y- = LEFT
hotkey_z+ = UP
hotkey_z- = DOWN
hotkey_fov+ = NUMPAD-
hotkey_fov- = NUMPAD+
hotkey_rot+ = NUMPAD9
hotkey_rot- = NUMPAD7
hotkey_pitch+ = NUMPAD3
hotkey_pitch- = NUMPAD1
hotkey_yaw+ = NUMPAD6
hotkey_yaw- = NUMPAD4
hotkey_timestop = NUMPAD0 ; Time Stop to freely wander around (not yet implemented)


Refer to the tutorial section for how to update the addresses and get new ones.

Refer to the Downloads section to Download.

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Last edited by thethiny on Wed Jan 27, 2021 1:03 pm, edited 20 times in total.

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 Post subject: NPC & Announcer Mods
 Post Posted: Thu Nov 19, 2020 9:21 am 
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NPC Mod

NPC mod is now part of Ermaccer's Hook, which you can find in the Others section. I will not be maintaining the NPC mod unless ermaccer stops updating it. Ermaccer's method is easier, safer, and more stable, so it wouldn't make sense for me to update mine. Besides, mine will no longer work if his is enabled.

Announcers Mod

Announcers to be Merged with ASI MK11

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Last edited by thethiny on Thu Jan 21, 2021 6:54 am, edited 6 times in total.

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 Post subject: thethiny's Customized Unlocker
 Post Posted: Thu Nov 19, 2020 9:22 am 
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Unlocker

thethiny's Customized Unlocker was a program used to unlock any item you want in the game by sending a request to the server. Some anti-cheat was introduced to make it unusable but this was patched again. However, as of MK11 Ultimate, a new anti-cheat was introduced that made it unusable again. I have decided to give it a rest until the game reaches end-of-life before I attempt to use it again, since it is causing bans. The current Unlocker present in ASIMK11 is experimental and doesn't actually unlock anything, it is just to simulate vr2 hash. To learn more about the security layers introduced, you can check the Misc. tab.
Note that the experimental unlocker in ASIMK11 still requires the old unlocker to be present. Old unlocker will be deprecated once I find a way to make unlocker work again.

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Last edited by thethiny on Thu Jan 21, 2021 6:59 am, edited 4 times in total.

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 Post subject: Camera Mod
 Post Posted: Thu Nov 19, 2020 9:22 am 
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Camera Mod


The camera mod is now built into ASIMK11. However, if you still prefer to use the Cheat Engine version for better control then you can download it from the Downloads Section. You will also need the Cheat Engine version in order to update the ASIMK11 version.

Special thanks to CodenameGamma for his original camera mod. Link here

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Last edited by thethiny on Fri Nov 27, 2020 7:18 pm, edited 3 times in total.

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 Post subject: Package Manager
 Post Posted: Thu Nov 19, 2020 9:23 am 
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Package Manager / Skin Mods Tool


MK11Package Manager is a program used to extract and repack MK11 files. It is theoretically used to do Skin Mods, just how we used to do them in MKX. However it is not yet finished so lots of manual work is required to get it working. The extractor however is 95% done, as it's only missing the BulkData extraction, and extraction of non-compressed files. Some rewriting is required to adapt for that so I decided to halt the project and focus on other mods that are more requested.
The repacker part is extremely manual as after you edit a file, you need to use my repacker to recreate the file's section and manually insert it into the right location. Refer to the table section to see how to insert the file back.
Link to the Manager & its guide:
https://github.com/thethiny/MK11-PackageExtractor

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Last edited by thethiny on Thu Jan 21, 2021 7:04 am, edited 3 times in total.

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 Post subject: Swap Mods
 Post Posted: Thu Nov 19, 2020 9:23 am 
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Swap Mods

Swap mods basically means swapping files together between characters. For example, letting SubZero do Scorpion's fatality. In this section I'll break down the tutorials into sections, and you'll find many similarities.

Moveset Swap:
In order to do moveset swap, you need to have the swapped character present. Example, if you give Subzero Scorpion's moves, Scorpion needs to be present in the fight, and he needs to be selected before Subzero or at the same time. Read note at the bottom for more info.
First, you would need my ASIMK11 and enable the Mod Loader. Mod loader allows you to swap files without actually having to change your actual files.
Create a folder called MKSwap in the game's folder, next to Asset and MKScript.
Now you need to copy Scorpion's moveset file into that folder. Create a folder inside MKSwap called MKScript, and inside it place CHAR_Scorpion.mko, which you can get from MKScript folder in the game. Now rename CHAR_Scorpion.mko to CHAR_Subzero.mko, and load the game. You will see in the black console window "Swapped MKScript/CHAR_Subzero.mko from MKSwap". Now your folder layout should look something like this:
MKGameFolder\MKScript\All Character files
MKGameFolder\MKSwap\MKScript\CHAR_Subzero.mko

Notes: If you swap with a character that's not present, the game will crash, freeze, or T-Pose. In order to make sure the swap works, select the original character first. If you're giving Subzero Scorpion's moves, then first select Scorpion vs Scorpion, wait until you see him fighting himself, then go back and choose subzero. If you're swapping Subzero into Scorpion and Scorpion into Subzero, then you need to either select both of them at the same time (using 2 controllers), or you need to select 1 against himself, watch them fight each other (it will be T-Pose Battle lol), then go back and select the other. Do not enter a fight before doing this, just reach character select stage and they will fight each other there.

Other Swaps:
Do the same as moveset swap, but instead of the folder MKScript, it will be Asset folder.
Intro swaps and fatal blow swaps cannot be done using file swapping.
Intro Swap is built into ASIMK11, and Fatal Blow Swaps are in the Coalesced Mods.

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Last edited by thethiny on Thu Jan 21, 2021 7:22 am, edited 4 times in total.

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 Post subject: Coalesced Mods
 Post Posted: Thu Nov 19, 2020 9:23 am 
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Coalesced Mods


In this section I will be covering the mods that you can do using the Coalesced.ini file.

What is the Coalesced.ini file?
All MK games since MK1 use 3 files: TOC, Ini, ENG. These 3 files contain the list of files, the game configuration, and the translations. The TOC file is x64TOC in MK9 and MKX, but it is ContentValidationData.txt in MK11. It contains the list of files in the game as well Hashes for the files. MK9 didn't use hashes, MKX used hashes for the file names and for the data segment of the files, while MK11 uses hashing for the file names, and sha1 hashes for every n segment of the file until the entire file is hashed. This info is not important for this segment so I'm moving forward.
Coalesced.ENG contains the ENGlish mapping for item names, such as player names, gear names, icon names, warning messages...etc.
Coalesced.ini is the configuration file that contains everything in the game in regards to the engine: Hud on/off, console on/off, cheats on/off, blood on/off, blood color, player files, player skins, DLCs, unlock status.... etc
There is another file similar to the Coalesced.ini that contains your Save File, but it is useless in MK11.

Extracting the Coalesced files:
<Tutorial Needs Expansion>
Use dfpslayer to decrypt it then use user friendly coalesced tools in MKX forum to extract.
<Tutorial Needs Expansion>

Model Swap / Fatal Blow Swap Mod:

After extracting the coalesced, you will get a file called MK11Game.ini, this contains lots of things that we can tinker around with. The section I'm interested in is this:

Code:
[CHAR.Template.mAssetDefinition]
mPaletteKey=#
mCharScript=CHAR_*.mko
mCharScriptAssetPackage=CHAR_#_ScriptAssets
mCharCommonScriptAssetPackage=CHAR_#_ScriptAssets
mCharacterAssetPath=Disk.Characters.CHAR.#.#_ASSET.#_CharacterAsset
mCAPDefinitionsPath=Disk.Characters.CHAR.#.#_ASSET.#_CapAsset
mAssetRootPath=Disk.Characters.CHAR
mDefaultPreset=#_DefaultPreset
mCAPPackages=("GearAssets_#_ScriptAssets")
mCharPackages=("CHAR_#_ScriptAssets")

This file is a template for characters that tells the game where to load the assets. Let's start with them one by one.
  • mPaletteKey is used to tell the game what is the name of the Color Palette to load. It is going to be ignore no matter what you set here.
  • mCharScript contains the Assets configuration (fatality, moveset, gear...etc) as well as the moveset. Swapping this is just like swapping the MKO file.
  • mCharScriptAssetPackage does nothing, so far I haven't found a use for it.
  • mCharCommonScriptAssetPackage The Packages that the game should load, it should be the same as mCharScript.
  • mCharacterAssetPath this overrides mPaletteKey as well as Fatal Blows, so whatever you put here will be loaded as the Skin Color and the Fatal Blow.
  • mCAPDefinitionsPath Model Path, this tells the game what model to load.
  • mAssetRootPath Path to the file inside the files, doesn't matter as the game has a path already built in. Needed for DLC only and even there it doesn't matter.
  • mDefaultPreset The Gear to use as default. All characters use the same default gear, GearA1, GearB1, GearC1, therefore no matter what you change here it won't make a difference. The only exception is KryptGuy as he doesn't use Gear, so you need to set it as PL1 for Krypt Mods.
  • mCAPPackages Files to Load Gear & Models From
  • mCharPackages Files to Load Assets From

# means "3 letter abbreviation", example: Subzero -> SUB. Terminator -> TRM.
* means "Character Files Name", example: subzero -> SubZero. Geras -> Terminas. You can find the names in the MKScript folder.

Now for the mods themselves. Let's say I wanted to do the following: Swap Subzero's Moveset with Scorpion, but at the same time I don't want Scorpion to be present, so that I can have Fire Subzero against Liu Kang for example.

First thing I would do is COPY THE SECTION, do not edit the template, just make a copy of it!
All modifications should be in the COPIED SECTION, and you should paste the section after the TEMPLATE section. So you will have something like this:
[CHAR.Template.mAssetDefinition]
text here
[CHAR.Template.mAssetDefinition] <- Your copied section here.

Now you need change the template to be the character you want edited. For me here it's subzero, so I would change it to:
[CHAR_SubZero.mAssetDefinition]
Now in the following sections, since I want to only change the moveset I would set the following.
Code:
[CHAR_SubZero.mAssetDefinition]
mPaletteKey=SCO
mCharScript=CHAR_Scorpion.mko
mCharScriptAssetPackage=CHAR_SCO_ScriptAssets
mCharCommonScriptAssetPackage=CHAR_SCO_ScriptAssets
mCharacterAssetPath=Disk.Characters.CHAR.SUB.SUB_ASSET.SUB_CharacterAsset
mCAPDefinitionsPath=Disk.Characters.CHAR.SUB.SUB_ASSET.SUB_CapAsset
mAssetRootPath=Disk.Characters.CHAR
mDefaultPreset=SUB_DefaultPreset
mCAPPackages=("GearAssets_SUB_ScriptAssets")
mCharPackages=("CHAR_SUB_ScriptAssets", "CHAR_SCO_ScriptAssets")


Since I didn't change subzero's model, I didn't have to modify mCharacterAssetPath, nor mCapDefinitionsPath, nor mCapPackages. However I "added" Scorpion into mCharPackages so that now Subzero will Load scorpion with it everytime subzero is loaded, allowing me to use Scorpion's movesets whenever he's not present. Also now when you fight against scorpion the game will not load scorpion since he's already loaded, so you won't get huge memory usage.

Now what if I want to swap other things, like the model, so that Subzero uses Scorpion's model, but keep his moveset? It would be the other way around:
Code:
[CHAR_SubZero.mAssetDefinition]
mPaletteKey=SUB
mCharScript=CHAR_Subzero.mko
mCharScriptAssetPackage=CHAR_SUB_ScriptAssets
mCharCommonScriptAssetPackage=CHAR_SUB_ScriptAssets
mCharacterAssetPath=Disk.Characters.CHAR.SUB.SUB_ASSET.SUB_CharacterAsset
mCAPDefinitionsPath=Disk.Characters.CHAR.SCO.SCO_ASSET.SCO_CapAsset
mAssetRootPath=Disk.Characters.CHAR
mDefaultPreset=SUB_DefaultPreset
mCAPPackages=("GearAssets_SUB_ScriptAssets", "GearAssets_SCO_ScriptAssets")
mCharPackages=("CHAR_SUB_ScriptAssets")


Now this will give me Subzero as Scorpion but using Subzero's Colors (Blue Scorpion). If I want to have Scorpion's colors then I would change mCharacterAssetPath to mCharacterAssetPath=Disk.Characters.CHAR.SCO.SCO_ASSET.SCO_CharacterAsset, however note that this will change the Fatal Blow as well.
Notice how I added "GearAssets_SCO_ScriptAssets" into the CapPackages, this is so that I can use Subzero's gear and colors as scorpion. However if you didn't have Subzero in mCharacterAssetPath then you don't need to add Subzero into the CapPackages. So the outcome will be like this:

Code:
[CHAR_SubZero.mAssetDefinition]
mPaletteKey=SUB
mCharScript=CHAR_Subzero.mko
mCharScriptAssetPackage=CHAR_SUB_ScriptAssets
mCharCommonScriptAssetPackage=CHAR_SUB_ScriptAssets
mCharacterAssetPath=Disk.Characters.CHAR.SCO.SCO_ASSET.SCO_CharacterAsset
mCAPDefinitionsPath=Disk.Characters.CHAR.SCO.SCO_ASSET.SCO_CapAsset
mAssetRootPath=Disk.Characters.CHAR
mDefaultPreset=SUB_DefaultPreset
mCAPPackages=("GearAssets_SCO_ScriptAssets")
mCharPackages=("CHAR_SUB_ScriptAssets")


Now you understand when and why to add someone into the Cap/Char Packages. You add someone into CapPackages only if you load their gear/colors/models. You add someone into mCharPackages only if you load their Fatalities/Moveset/Friendship.

Now what if you wanted to swap with an NPC instead?
There's a limitation with NPCs that only allows to swap to certain characters, it is random and will crash otherwise. You also can't swap 2 NPCs of the same kind, so you can't have Sektor as Subzero vs Sektor as Scorpion in the same match.
The procedure is the same, but instead of DISK.Characters.CHAR it becomes Disk.Characters.NPC, everything else is the same.
For DLC characters it's the same thing but instead of DISK.Characters.CHAR it becomes DLC.(character full name).Characters.Char
However please note that DLC characters already have a section for them already prepared by the game at the end of the file, so if you make a copy for DLC characters it will be overridden by the copy at the end of the file.

What if you wanted to swap a character with the Krypt Guy? Krypt Guy is called PL1 and is loaded from Krypt, so you will have to change it to
Code:
[CHAR_SUB.mAssetDefinition]
mPaletteKey=PL1
mCharScript=CHAR_Subzero.mko
mCharScriptAssetPackage=CHAR_SUB_ScriptASsets
mCharacterAssetPath=Disk.Characters.KRYPT.PL1.PL1_ASSET.PL1_CharacterAsset
mCAPDefinitionsPath=Disk.Characters.KRYPT.PL1.PL1_ASSET.PL1_CapAsset
mAssetRootPath=Disk.Characters.KRYPT
mDefaultPreset=SUB_DefaultPreset
mCAPPackages=("GearAssets_PL1_ScriptAssets")
mCharPackages=("Krypt_ScriptAssets", "CHAR_SUB_ScriptAssets")

This is an example to use Krypt Guy instead of Subzero. If it crashes then swap the CharacterAssetPath with Subzero's path instead of Krypt Guy. Notice that Krypt Guy's file names are different than other files, so just copy what I had above.

Now what if you wanted to swap a character into the Krypt? For example Sindel as the Krypt Guy? Then this is the only code that works
Code:
[CHAR_PL1.mAssetDefinition]
mPaletteKey=SIN
mCharScript=KryptCharacter.mko
mCharScriptAssetPackage=Krypt_ScriptAssets
mCharacterAssetPath=DLC.Sindel.Characters.CHAR.SIN.SIN_ASSET.SIN_CharacterAsset
mCAPDefinitionsPath=DLC.Sindel.Characters.CHAR.SIN.SIN_ASSET.SIN_CapAsset
mAssetRootPath=DLC.Sindel.Characters.CHAR
mDefaultPreset=PL1_DefaultPreset
mCAPPackages=("GearAssets_PL1_ScriptAssets", "GearAssets_SIN_ScriptAssets")
mCharPackages=("Krypt_ScriptAssets", "CHAR_SIN_ScriptAssets")

Of course it works for any character.

You can use a mix of what I just taught you to give random characters random gear like This Video.

FAQS:

What about Voice Line Swaps? They're swapped with the Colors.
My Character X is bigger/smaller than usual and is corrupted? Not all characters swap well.
Kano / Baraka Keep Crashing :(? Kano can't be swapped, Baraka uses too much memory so close google chrome before opening the game.
What's the maximum number of files I can load? 6. 16GB of Ram supports 6 Files.
How to make Cyber Subzero Mod? Replace Subzero's Model with Sektor's model, refer to section above. Only swap the model, and add the model to the CapAssets list.

No HUD Mod:

If you want to disable the HUD completely then all you have to do is change bShowHud from True to False. It is under [Engine.HUD] section in MK11Game.ini

Blood Color Mod:

Unfortunately Blood Color can only be changed for Krypt Guy. However if you still want to change the blood color, then you have to search for this section in the MK11Engine.ini file:
[Engine.MK11CharacterAsset]
The value for colors are in RGBA Float format. So Full red would be 1f 0f 0f 0f while Full blue would be 0f 0f 1f 0f. If you want to turn off blood then set it to anything for RGB but 1f for Alpha.
mColorOverrides=(mKey="FX_BLOOD_COLOR", mValue=(R=0.5f,G=0.05f,B=0.02f,A=0.f))
This controls blood color.
mColorOverrides=(mKey="FX_DECAL_BLOOD_COLOR", mValue=(R=0.5f,G=0.05f,B=0.02f,A=0.f))
This controls blood color on the floor/clothes/walls.

Other Mods:
Choose Specific Meteor Tower To Appear. This ini mod allows you to choose what tower you want to appear each and every time you summon the meteor tower. Here is a list of all tower names.
You can also use the same method to get infinite Time Crystals. Click here for more info.
Updated Link with more tower names.


<Not Yet finished>

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Last edited by thethiny on Tue Mar 02, 2021 10:07 am, edited 19 times in total.

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 Post subject: Misc / Other
 Post Posted: Thu Nov 19, 2020 9:24 am 
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= Misc / Other =
= x-ag-binary / mk11 database / aes decrypt (coalesced) / dfpslayer / vr hasher 1 & 2 =

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Last edited by thethiny on Thu Nov 19, 2020 5:57 pm, edited 2 times in total.

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 Post subject: Other Mods by Others
 Post Posted: Thu Nov 19, 2020 9:25 am 
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Others' Mods


MK11Hook - A mod by Ermaccer that allows you to customize your game experience with mods such as playing as NPCs (Sektor/Cyrax/Kronika), along with Slow Motion mod and others.

Unreal SDK Generator - Allows you to open any Unreal Engine game and customize it. However as of yet I don't know how to use it.

DFP Slayer - Tool that allows you to decrypt Mortal Kombat 11 files that can be edited. Such as the Coalesced.ini

Coalesced Tools - Allows you to extract the Coalesced.ini and Coalesced.LANGUAGE files to be able to edit them. You need to have used DFPSlayer on the files first.

MK11 Extractor - Id-Daemon created this tool to extract MK11 Models and their data. Useful for browsing only, cannot repack again.

MK11 Animation Viewer - Useful to browse animations and let other models do each others' animations. In depth thread by _ix_

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Last edited by thethiny on Tue Jan 12, 2021 7:46 am, edited 2 times in total.

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 Post subject: Downloads
 Post Posted: Thu Nov 19, 2020 9:28 am 
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Downloads

In this section you'll find the download links to all of the mods.

ASI MK11
For ASI MK11, Always Download the latest version because it is always backwards compatible. This means you can use ASIMK11 v1.9 for example on Aftermath version, you just need the correct addresses. Addresses are in ASI MK11 Above.

23/Jan/2021
Attachment:
File comment: Changelog:
- Added support for intro swaps! Finally you can do intro swaps without using cheat engine!
- Added TimeStop functionality to Camera.
- Separated X/Y/Z from FOV from Rot/Pit/Yaw
- Added Menu! Finally A Menu has been added that works, and is compatible with MK11Hook by ermaccer. Press F1 to enable it.
- Compatibility with MK11Hook by ermaccer.
- Under the hood fixes.

ASIMK11_v2.0.zip [428.99 KiB]
Downloaded 2826 times


4/Jan/2021
Attachment:
File comment: Changelog:
- Added Support for Camera Mod Enable Hotkey (It was faulty previously)
- Added new cheats menu: 1 for No Mercy Requirements. 2 for No Ground Move Requirements. 3 for No Brutality Requirement. 4 for Spawn Meteor Tower.
- Bug fixes to prevent crashes

ASIMK11 v1.2.zip [153.87 KiB]
Downloaded 697 times


27/Nov/2020
Please delete MK11Hook.ini and MK11Hook.dll and use the new ASIMK11.
Attachment:
File comment: Changelog:
- Added Mod Loader Support
- Added Camera Mod Support (Time Stop not implemented yet)
- Added setting to allow Holding the camera not just pressing
- Changed Cam Mod Ini Config
- Added addresses & patterns for Camera Mod

ASKMK11v1.1.1.zip [38.64 KiB]
Downloaded 756 times


*OLD*
MK11 Hook v1.0.1 19/November/2020
29/Sep/2020 - Hollow's Eve Pack
15/Sep/2020 - Season of the Hive (CE Only)
25/Aug/2020 - Femme Fatal Pack
06/Aug/2020 - Summer Heat Pack
06/Jul/2020 - Aftermath
21/Apr/2020


Camera Mod

Use this version to update ASIMK11's addresses when needed, or use it if you prefer it. Otherwise, the Camera mod is now part of ASIMK11!
Attachment:
Cam_26Nov2020.zip [4.71 KiB]
Downloaded 448 times


Older Versions:

Mod by _ix_:
viewtopic.php?f=120&t=47123&p=138886#p138886

Mod by _ix_:
viewtopic.php?f=120&t=46992&p=138499#138499

Mod by @SkallEdit (twitter): Time Stop + Hide HUD mod
viewtopic.php?f=120&t=46992&p=136914#p136914

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Last edited by thethiny on Sun Jan 24, 2021 12:50 am, edited 20 times in total.

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 Post subject: Tutorials
 Post Posted: Thu Nov 19, 2020 9:30 am 
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Tutorials


All downloads are in the Downloads Section.



How to Extract/Repack MK11/IJ2 Coalesced

Refer to the Coalesced Section for tutorials on what mods you can achieve using this.




How to Patch Anti Tamper (Please Verify Integrity) & Anti Cheat Engine (This game cannot run in the presence of Cheat Engine):

Refer to the ASIMK11 section for more information and how to use.

In this tutorial I show you how to enable moveset swaps as well as intro swaps and outro swaps. This is not a tutorial for how to intro swap, this is a tutorial to enable them only. More tutorials to follow.

*NEW* Tutorial (UMK11)



*OLD* (In-Depth) Tutorials (Pre UMK11)

CVD1

CVD2



Camera Mod:

OLD How to Use by _ix_:


How to Update CE Mod and Find Pattern & Offset:

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Last edited by thethiny on Thu Feb 25, 2021 3:57 am, edited 7 times in total.

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 Post subject: Faqs & Disclaimers
 Post Posted: Thu Nov 19, 2020 9:34 am 
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= Faqs & Disclaimers =
= Probably will change this to Source Code =

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Last edited by thethiny on Thu Jan 21, 2021 7:37 am, edited 3 times in total.

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 Post subject: Special Thanks
 Post Posted: Thu Nov 19, 2020 9:34 am 
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Joined: Fri Jan 17, 2014 12:08 pm
Posts: 1744
Location: Earthrealm
Skype: thethiny (Steam)
Side: Light
PSN: thethiny
XBox Live: thethiny
Special Thanks

Special Thanks to, and not only, the following people:

UncleFestor - For his tools that I used as a base, and his help that he provided me that allowed me to get into MKX Modding.
LifeAndDeath - For his support and helping with the mods for MKX and MK11.
Ermaccer - For answering all my stupid questions about modding in general and providing the helpful tools that I never imagined existed.
_ix_ - For being extremely helpful in modding and providing useful insight during the modding process, and his help for the unlocker, and for his datamining and other tools discovery (audio/animation tools).
Lord Dragu - Cheat Engine AOB Help that allows me to find functions.

STEK1337 - For always testing my mods to see if they work.

Tools used:
CodenameGamma - Original Camera mod
Gniarf - AES Decrypt for Injustice that still works in MK11
AltimorTASDK - For DFPSlayer that I'm using to decrypt the game's text files
ThireenAG - ASI Loader that I'm using to create the ASIMK11 (hence the name). Credits also go to Kiero and ImGui and the Kiero fix, which are all credited in my source code for the Hook.

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All of my Mortal Kombat 11 Mods are now unified under a Single Thread. Click The Image to go to the thread.


Last edited by thethiny on Thu Jan 21, 2021 7:37 am, edited 6 times in total.

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 Post subject: Re: MK11 thethiny's All In One Thread
 Post Posted: Sun Nov 22, 2020 7:41 am 
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Hello thethiny,nice to see progress in mk11 modding.
I wanted to ask how risky will it be using the hook method to play as the npcs?
I dont intend to use them online,so would the game need to be ran in offline mode only when using npcs with this method?

Or is the risk of being banned the same?


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