MK11Hook

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ermaccer
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MK11Hook

Post by ermaccer »

MK11Hook is a fully open source (WIP) plugin for Mortal Kombat 11.

You might know MKXHook (https://www.mksecrets.net/forums/eng/vi ... 95&t=47421), this plugin aims to be the same thing.

Menu can be accessed with F1.
Available features:
- Speed Control
Control game speed, set slowmotion and duke it out matrix style!
Can be toggled with F5. F6 adds speed, F7 decreases.
- Camera Control
Change camera position, rotation, freely control it or use custom camera modes supplied
by the plugin.
- Character Modifier
Play as any available character (excluding DLCs, including NPCs).


Installation:
Extract contents of the .zip archive to MK11Directory\Binaries\Retail. No files should be overwritten (unless you are updating, of course).

Doesn't work with DX12 executable!

A command prompt will pop up if you done everything right, it can be disabled in the .ini.

Download (always latest):
https://github.com/ermaccer/MK11Hook/releases/

Attachments
new menu colors
new menu colors
character modifier
character modifier
3rd person cam
3rd person cam
Last edited by ermaccer on Tue Jan 12, 2021 4:02 pm, edited 5 times in total.


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AkaD
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Re: MK11Hook

Post by AkaD »

Hi ermaccer!

I really love your MKXHook. Here is my one suggestion for MK11Hook

Could you make background animations interpolate to run at 60fps as the rest of the game like in MKXL? (examples of 30 fps animations: crowd on the stands in Kotal's Koliseum, waves on the Sea of Blood, waves pouring on the Kharon's Ship, water pouring out of dragon statues on Wu Shi Dragon Grotto and acid on Deadpool and some more). If you could make playback at 60fps as the rest of the game - it would look much better and easier on the eyes.

Also after selecting the stage game stutters and comes back to 30 fps, you can see it for a few seconds on the preview background when selected characters fight before main battle which plays correctly at 60 fps.

Not sure is it because of Denuvo or it's just a engine bug.

Would be cool to have every animation play out with 60 fps like in MKXL.
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ermaccer
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Re: MK11Hook

Post by ermaccer »

AkaD wrote:Hi ermaccer!

I really love your MKXHook. Here is my one suggestion for MK11Hook

Could you make background animations interpolate to run at 60fps as the rest of the game like in MKXL? (examples of 30 fps animations: crowd on the stands in Kotal's Koliseum, waves on the Sea of Blood, waves pouring on the Kharon's Ship, water pouring out of dragon statues on Wu Shi Dragon Grotto and acid on Deadpool and some more). If you could make playback at 60fps as the rest of the game - it would look much better and easier on the eyes.

Also after selecting the stage game stutters and comes back to 30 fps, you can see it for a few seconds on the preview background when selected characters fight before main battle which plays correctly at 60 fps.

Not sure is it because of Denuvo or it's just a engine bug.

Would be cool to have every animation play out with 60 fps like in MKXL.
I haven't checked any fps stuff yet but these 30 fps background (and few intros/friendships) are most likely file related, animation file has them at that framerate and I don't think we can do much about it.
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hyalp
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Re: MK11Hook

Post by hyalp »

another mod ?! nice ! what extra option will come in future ? i have look at mkxhook and it have camera mod and char switcher. will this be include in future ver. ?

also one question. how can i use this mod with ASIMK11 ?
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ermaccer
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Re: MK11Hook

Post by ermaccer »

hyalp wrote:another mod ?! nice ! what extra option will come in future ? i have look at mkxhook and it have camera mod and char switcher. will this be include in future ver. ?
I plan to include everything that was in MKXHook - we'll see.
also one question. how can i use this mod with ASIMK11 ?
Both should work just fine.
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ermaccer
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Re: MK11Hook

Post by ermaccer »

Update with menu and MKXHook camera settings!
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ZepperFang
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Re: MK11Hook

Post by ZepperFang »

Does it work in the krypt (camera mod)?
Could you please post the command keys?
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ermaccer
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Re: MK11Hook

Post by ermaccer »

No krypt camera control for now,
default menu key is F1. You can check controls in the .ini.
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HSHAZAM
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Re: MK11Hook

Post by HSHAZAM »

Really appreciate your work, dude. But why my game immediately shut down after the command window pops up? I am right now using the DX12 version of exe..
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ermaccer
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Re: MK11Hook

Post by ermaccer »

It doesn't work with DX12 version, sorry.
I'll add it to the post.
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ermaccer
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Re: MK11Hook

Post by ermaccer »

Update!
- Added character modifier

Note that you will require a gamepad if you plan to play tower modes with NPCs.
Attachments
20210108211009_1.jpg
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AkaD
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Re: MK11Hook

Post by AkaD »

Hi ermaccer!

I've got another idea for both MKX and MK11.

Could you program fighters stance to always face forward to the camera? Basically make them automatically switch sides to facing forward, if some moves require them to turn around.

Both these game have a flip stance button that is completely useless - don't serve any gameplay function.

If you could force the characters to always face forward to the camera and automatically switch stance if some moves make them face backwards to the camera, it would look much better in terms of animations.

Of course that would be for offline play only.

Also happy new year :)
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Itsame
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Re: MK11Hook

Post by Itsame »

Just signed up to say thanks for this. This mod is coming along nicely so far and looks like it could be really useful for machinima production. I've only tested the camera features for now and here's some quick observations:

1. The camera movement is really smooth like the cheat table camera, which is great! I've noticed that the cheat table and built-in ASIMK11 cameras have some extra hotkeys to control pitch, roll and FOV which this doesn't have yet.

2. It doesn't seem like you can control the camera during cinematics such as intros, fatal blows, fatalities, etc. The cheat table and ASIMK11 cameras allow you to do this.

3. Setting Game Speed to 0 doesn't pause/timestop like one would expect. Instead it makes the game go into super slo mo. Pretty cool effect nonetheless :P

4. We can change the camera movement hotkeys in the ini but is it possible to change the hotkeys for the Menu (F1) and Game Speed (F5, F6, F7)?

5. Not really feedback per se but maybe controller support could be added in the future? Using a pad to control the camera feels a lot more intuitive than keyboard. Ansel is useless for this game but its controller support is something that I find handy.

6. Almost forgot but what about a NoHUD option! Having it built into this mod would be great too.

edit: some more feedback
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thethiny
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Re: MK11Hook

Post by thethiny »

Itsame wrote:ASIMK11 cameras allow you to do this.
ASI is designed to find the camera active and tap into that. MK11Hook is designed to change the fighting camera directly. They are two different designs, that's why you see differences in behavior. Anyway I don't think ermaccer will have trouble doing it, just give him time until the game rests a bit with update. You can take MK11Hook as a showcase of what to expect when the game's done.
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Itsame
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Re: MK11Hook

Post by Itsame »

thethiny wrote:
Itsame wrote:ASIMK11 cameras allow you to do this.
ASI is designed to find the camera active and tap into that. MK11Hook is designed to change the fighting camera directly. They are two different designs, that's why you see differences in behavior. Anyway I don't think ermaccer will have trouble doing it, just give him time until the game rests a bit with update. You can take MK11Hook as a showcase of what to expect when the game's done.
Ah I understand, thanks. There's no hurry lol hope I didn't sound like I was demanding anything. It's just nice to see mod development picking up for the game.

Whatever happens, I hope Netherrealm don't start interfering again since these are just programs that allow for some fun and creativity. If they do then they're clearly out of touch with their PC crowd.
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