PC MORTAL KOMBAT 9 - Vanilla & Komplete Edition Modding Universe

Grim Doe

Game Mod Developer
Developer
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Welcome to MORTAL KOMBAT 9 Modding Universe
(Vanilla Version) + (Komplete Edition) PC Edition
PS3 Link

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    • Updated MK9 MESH SWAP TOOL
      Updated by zepterrian and also Big Thanks to Tetzrep and automated by aman
      This program called fixor will take care of manual patching (which is now a semi-automatic process) and skeletalmesh injection. The file below is a full mesh swap set so it has everything you need and
      it covers both PC and PS3 files.
      Credits to K0BRA from mksecrets for the original .bat file.
      Link to : Updated MK9 MESH SWAP TOOL

      • NVIDIA Texture Tools for Adobe Photoshop:
      • NVIDIA Web Page Link: For Both 32-bit/64-bit plug-ins

    Code:
    https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop


      • Gildor's:UE Viewer
      • Feature Highlights:
      • Code:
        http://www.gildor.org/en/projects/umodel
      • DOWNLOAD LINK:
        Code:
        http://www.gildor.org/downloads
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    Howard C

    MKKE Generic String Renamer 3.2
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    Code:
    mediafire.com/?66poypxcjvxv3np
    MKKE DLC Manager 2.5
    Code:
    http://www.mediafire.com/file/zn5kpuhb1xte9sj/MKKE_DLC_MAN2.5beta.rar/file
    MKKE DLC Manager 2.6

    Code:
    https://www.mediafire.com/file/931q4c1go5e1gmq/MKKE_DLC_MAN_2.6beta.rar/file




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    Uncle Festor

    Ermac Classic Costume White
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    Code:
    http://www.mediafire.com/file/3099wu2fscicjtn/White.rar/file
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    xDSvW7Y.jpg

    Code:
    https://mega.nz/#!dGJXwaoI!-CiBGr3HeB-DF_moFHMnlcVIQIAUfw6nWguG9gkw-Vs
    dk6j6Xc.jpg

    Code:
    https://mega.nz/#!kP4yQaiQ!6cVSr_gwpukHJuCIB9ekFT9jxPdR9GYqBuK3IX-LjkE
    ORo6x8q.jpg

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    Code:
    https://mega.nz/#!obxCwaCA!7reNB8zmLbWZJqKDxcmDlDHTBRyNdjWDfXNszm-4Onc
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    ZwsyGMo.jpg

    Code:
    https://mega.nz/#!xLwQCSrR!9O1-yvS6SncWWHLHv4J_QCBUX_TYYprGhRnmOh-_SyY
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    Code:
    https://mega.nz/#!lKRknSZK!tHSjo6kg3edhXh1wBRZZ0YsrZln2QUrcQu_h8dF80e4
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    Code:
    https://mega.nz/#!IeQwDQrZ!sY0aDWjO-VLatGw4HaMaIdp0ifi0EcYug4xadUMmm2I
    YWqJKVX.jpg

    Code:
    https://mega.nz/#!oLBGgSxB!MCdfE4z43YSmgDl_Rslc3gdaLKqQ0PJZ6HuXexqx8Tk
    GQiMSnt.jpg
    5qIngjB.jpg

    Code:
    https://mega.nz/#!UOISAIDS!U3_gRJ7uhtOBGOTa0E8ujSImB3YpQUFIt5aktNBmA4g
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    mOf3n4Q.jpg

    Code:
    https://mega.nz/#!tKIWSQYZ!j5aitAgtNmzKA4o0aknLw9AbWVF7ZCGDnTEedT2YVQ0
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    Code:
    https://mega.nz/#!1eYW2QTJ!qZTz6rl2x_BZxF17nsD7cjCBlbr_Evby82v6AL9AD1c
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    Code:
    https://mega.nz/#!dWQhWKIA!40xURsfyaGBKXRVwUWmW4rXBKO2d84ARFs8U02iLh8s
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    Code:
    https://mega.nz/#!YaQh0KjY!FrypsIH11VtJAUeItlPQqgV9GzboaDNGa7SF-AuJTOU
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    Code:
    https://mega.nz/#!QOhVRaJI!B8R--niY59VptOYDrHdvYfIFV__RlBHQD470KDaIc3g
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    Code:
    https://mega.nz/#!Zegj2aST!eHdFHCBSSAbPR3dhz27O6qk5muxh39FZbfKdcVAHO5Y
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    HANZO HASASHI

    Inferno Scorpion
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    Code:
    https://mega.nz/#!kApFQaAR!NwIn2ilZA6edXd5fIqul4BNGwuM4l7hEFVdUeG75q5I
    SpecOps Scorpion

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    Code:
    https://mega.nz/#!gQJQVSiS!TlrSxwiEgksF8gHd4XIHugBOJWgBeRCcDIe_bonRSw4
    (Plus) All Version DLC Costume Requires DLC Manager 2.6 By HowardC

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    Code:
     https://mega.nz/#!ZJRm2CCJ!GHV9JPRjIL4RiZR8gRYCNUfyLLVi53jUjb5mRdAEon4
    Ronald McDonald DLC Character

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    Code:
    https://mega.nz/#!xBhGFKbb!XruCQ3GOxL1ZHkZMd7odan8ja2k4BoGLWFIL4lvplYQ
    Horror BlackDragon DLC Character

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    Code:
    https://mega.nz/#!4Jhz0bpa!EojCtVH8J4JA9DAuFchVWtUk7gVAR567weO8-JOVRfw
    Krypt Stage DLC
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    Code:
    https://mega.nz/#!wBZ0BajL!-9O906Lpq5pRJF2HbShUqBkK6N8qI85bdWUVpufVaNc
    PhotoBooth arena DLC

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    Code:
    https://mega.nz/#!ZQZF1SgI!nH6p4KsVPFNpH_fzqDcBpcWtkJHKzp0tQVL2aWPT4qY
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    futuretime23

    MK9 Trilogy Edition Mod Ver. 1.85
    Code:
    https://mega.nz/#!wEEEATpK!VHzlr6YIAJn80OSNT8P_b97jdfa2j6R-IIaXClSuGr0
    Go inside the Optional WIP Improved Netcode files folder.
    Here you'll find two folders: Variable 0x08 and 0x108.
    Each one is split into two folders: Max and Null. Each one contains a startup file that contains the specific mod
    (for example, Variable 0x08 Max contains that specific var maxed out)
    In order to install the modified netcode, just grab one of the 4 startup files and replace the one in the Asset
    folder of your MK9 copy. Obviously, you can only test one at a time.
    FIRST WARNING: MAKE SURE THE OTHER USER OR USERS YOU ARE GOING TO PLAY WITH HAVE THE EXACT SAME STARTUP FILE AS YOU DO.
    For example, if you pick Variable 0x108 Null, make sure they have that same file as you do.
    This is to avoid any potential desyncs or glitches/crashes that could happen. If you still want to test with
    mismatched startups, go right ahead, but YOU HAVE BEEN WARNED.
    SECOND WARNING: RESULTS CAN BE VASTLY DIFFERENT DEPENDING ON WHAT FILE YOU USE AND WHAT CONNECTION YOU HAVE
    TO THE OTHER USER/USERS AS WELL AS WHAT MODE YOU PLAY IN.
    This is NO joke. There's a reason I'm calling this WIP. Results I've obtained from testing have been extremely mixed:
    I've got people saying it was close to MKX's enhanced netcode, others saying it was a slight improvement, others saying
    not much changed, others said it was WORSE, and I've got several cases where the game outright crashed when trying to do a private match
    but not a public one, for some odd reason.
    It seems like with worse connections, the Null files, particularly 108, work better while the opposite
    happens with Max files (and vice versa) but this still needs more data to be fully confirmed.
    I've still chose to release this as an optional addon as a result. If you can help test these files and send
    feedback, that would really help to clear up some of the confusion regarding what causes these files to tick for some
    and not for others. Just comment on the TE 1.85 video on Youtube or send me a PM there or on TYM.
    ANY feedback on the modified netcode is greatly appreciated.
    Current version: 1.85 (Released on 04/23/2017)
    Misc. changes:
    Custom title screen has been added.
    Medium in Training mode has been changed to Overh. to avoid confusion with mids (it's labelled Overh. due to character limit)
    HighOrLow (as stated in the coalesced.eng file) has been changed to Mid. Keep in mind that some attacks that are High will show up as Mid
    (For example, Smoke's 21, defined to be a mid attack but because of the small hitbox, it behaves like a high)
    Some info on the boot up screen has been changed to credit people who helped with the mod. (Thanks guys!)
    Gameplay/System Mechanics changes:
    OLD
    Attackers recover slower from using Air Breakers, in order to reduce the frame advantage obtained by using them. (from speed value of 1.00x to 0.40x for males, and 1.00x to 0.20x for females, due to the shorter kick animation)
    NEW
    Wonky precision drops have been mostly fixed. Input bug mostly fixed (still present but rare)
    OPTIONAL WIP IMPROVED NETCODE files have been included: by default, the netcode is unmodded due to how widly hit and miss these files can be.
    If you want to test the netcode, please refer to the HOWTOUSEMODIFIEDNETCODE.txt file in the rar.
    Character specific changes:
    (WARNING: characters who don't have OLD and NEW sections are unchanged from the previous patch.
    ONLY CHARACTERS WHO HAVE OLD AND NEW SECTIONS have been updated for this patch)
    Kenshi
    He now uses the normal version of his 2nd fatality on Kratos.
    Regular Telecharge is now a High, and can be ducked without the need to block while crouching.
    EX Telecharge's recovery frames have been slightly reduced, it should now be neutral on block.
    EX Rising Karma's recovery frames on block have been increased (-15 aprox. on block)
    Noob Saibot
    OLD
    Recovery frames on EX Shadow Charge have been reduced.
    He now uses the normal version of his 2nd fatality on Kratos.
    Ghostball (both versions) startups slightly faster and recovers faster.
    XRay has more armored frames.
    D1 is slightly faster. CHANGED, READ BELOW
    B1 is slightly faster now.
    Recovery frames for both versions of Shadow Slide were slightly decreased.
    NEW
    D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
    6 frames of startup animation now.
    Kabal
    OLD
    EX Nomad Dash armor removed.
    Regular Gas Blast, on both ground and air, now does 3% damage on hit, and 1% on block.
    2 has been slightly slowed down, to decrease the cancel advantage obtained by Nomad Dash Cancelling from this attack.
    2's recovery frames on hit have been reduced to prevent the above change from hurting him too much.
    F4 no longer restands an airborne opponent. REVERTED
    NEW
    Nothing new.
    Sub-Zero
    OLD
    F4 is faster, and recovery frames (on hit, whiff and block) on 1+2 have been reduced, thus allowing new combos to be made in the corner. CHANGED, READ BELOW
    Slide's hitbox was adjusted: Occasionally, SZ would whiff from full screen (has happened to me a few times while testing Costume 1), now this should no longer occur.
    Slide (both versions) speed has been slightly increased. Endframe data was adjusted to prevent a bug where Sub-Zero's slide didn't register.
    As a result, Slide's recovery frames on whiff have also been slightly reduced.
    Ice Puddle (both versions) is faster, it should now be a viable tool to use in a match.
    New intro for Costume 2. It uses (previously) unused audio. This is to correct an inconsistency in the intro (Bi-Han originally SPOKE WITH HIS BROTHER'S VOICE. Apparently, NRS had recorded a separate intro for Bi-Han...but chose not to use it in the final game. The voice file still remains in the game, for some odd reason)
    However, said intro cuts a few seconds short, if you are playing from P1's side. P2 Sub will play it fully.
    S/F2's hitbox was increased, and it is now a true Mid attack.
    NEW
    Recovery frames on hit, whiff and block have been increased on F412, but should be lesser than unmodified version.
    (Aprox. +7 on hit, -12 on whiff and block)
    Ice Puddle duration increased from 12 frames to 15 frames (both versions)
    Removed 10 windup frames (it's a part of the startup animation) of EX Ice Puddle.
    Cyrax
    Regular bombs now do 1% of damage.
    D4's recovery frames on hit have been slightly increased (should be at least +10 or +11 on hit)
    Opponent's reaction to 2nd air net is now the same as the ground one. While it looks weird, it gets rid of the net reset by
    (depending on the timing) either shielding the victim from the bomb or juggling him/her but it still counts as part of the same combo.
    Opponent recovers much faster (0.50x faster) from getting hit by B121, thus preventing a safe jump on hit.
    Kano
    Choke's hitbox has been further increased, and it is now a true Mid attack.
    B112's speed has been increased, thus removing the gap between hits.
    B112's recovery frames on whiff,hit and block were increased to prevent the speed upgrade making it too powerful. (whiff/hit/block adv. should be the same as unmodded MK9 Kano)
    B12's recovery frames on hit have been reduced, thus allowing a safe jump on hit.
    EX Knife Throw's recovery frames have been reduced. (+1 approx. on block, for example)
    XRay's hitbox has been increased to prevent low profiling from other characters.
    F4 is faster.
    B2 is a bit faster now.
    Opponent recovers a bit slower from being hit with B12, change was done to ensure a safe jump on hit for Kano as there seems to be some
    sort of "limit" for the variable (AKA shitty programming)
    Reaction to B12 has been changed to be the same as F12. Now, B12 should definitely grant a safe jump on hit.
    Sonya
    Dive Kick's recovery frames on block have been increased, and Sonya comes out of the move a little slower (seems to be slower for the EX version of the move).
    EX Kartwheel's armor has been removed.
    Military Stance's F1 is now - on block (-1 to -2 approx.): it's recovery frames on block were slightly increased.
    Nightwolf
    F3 now hits Low.
    F2 is now an Overhead attack.
    F2's hitbox was also increased so that it doesn't whiff on crouching opponents.
    234's recovery frames on block have been slightly reduced (should be +5 approx)
    D1's recovery frames on hit were reduced, it should be + on hit now.
    EX Axe Swing's 2nd hit is an Overhead attack now, and it's recovery frames have been slightly reduced.
    Freddy Krueger
    He now uses the normal version of his fatalities on Kratos. (normal costume only)
    EX Ground Spikes' damage scaling increased (originally, it's damage multiplier was set at 0.80, it is now set at 0.60)
    Ground Spikes (all versions, including EX) does 1% of damage on block.
    Kung Lao
    Armor duration cut by half on EX Teleport, as a result, this also removes the bug where Lao could get extra armor by delaying EX Teleport's 1 attack/throw.
    He now uses the normal version of his 2nd fatality on Kratos.
    Teleport 2's hitbox has been increased to prevent low profiling from other characters.
    Teleport 3 is now a Special High and can be ducked without blocking.
    Jax
    OLD
    EX Ground Pound recovery frames on hit increased, this effectively removes Jax's resets in the corner
    and greatly nerfs his corner damage. REVERTED
    F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
    2F2B1's recovery frames on hit have been reduced, thus allowing new combos to be made.
    2F2B1's last hit had it's speed very slightly increased to further help this.
    F413's recovery frames on block have been increased (it should be -5 approx.)
    F414's recovery frames on block were reduced, it should now be neutral on block.
    NEW
    EX GP now no longer pops the opponent up after an OTG. The reset is gone as a result.
    Jade
    EX Shadow Flash no longer takes additional damage.
    U3's hitbox has been increased, and it is now a true Mid attack.
    All boomerangs have significantly better recovery now.
    The second hit of EX Up Boomerang now hits Overhead on the way down.
    Opponent recovers from 23 on hit a bit slower, thus allowing Jade to special cancel 23 and combo off Overhead Staff Slam on hit.
    Reaction to 12 has been changed to 3, that way it allows Jade to special cancel 12 and combo off Overhead Staff Slam on hit.
    To prevent the above change from granting Jade a safe jump on hit, recovery frames on hit for 12 have been increased.
    Stryker
    232 is now special cancellable.
    He now uses the normal version of his 2nd fatality on Kratos.
    Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well.
    Quan Chi
    OLD
    D1 is faster. CHANGED, READ BELOW
    21U3 now allows to perform a special move after connecting the last hit. You can now connect it with Trance, for example.
    Non EX Ground Burst now hits Low.
    EX Burst does 3% damage now.
    You can now use Skeletal Boost during Trance.
    NEW
    D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
    6 frames of startup animation now.
    Smoke
    F4 is no longer special cancellable: this removes the EX Smoke Bomb reset.
    Sheeva
    The hitbox of 212F1's last hit was made bigger so that it hits all crouching characters.
    EX Teleport Stomp's armor duration has been doubly increased: it should now last through the entire animation.
    B1 is faster.
    B2 is faster.
    F2 is faster.
    F3 is faster.
    F4's recovery frames on block have been slightly reduced (It should still be - on block, though)
    1B2F1's recovery frames on block have been reduced (approx +1)
    B121+2's recovery frames on block have been reduced.
    Shang Tsung
    F3 is slightly faster.
    New intro for Costume 2: Previously, the game used the young voice for Old Tsung, this is despite NRS recording a separate voice file for Old Shang, and said voice file is still in the game, just unused, oddly enough.
    Soul Steal's 2nd hit is now unblockable.
    Soul Steal's damage has been reduced to 4% per hit, for a total of 8% damage.
    Sindel
    Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.
    U4 is faster and has an improved hitbox.
    Hair Whip (both versions) now hits Mid.
    Cyber Sub-Zero
    OLD
    EX Dive Kick's final hit's speed has been increased: this makes the move have far more advantage on hit, as well as have lesser recovery frames.
    Slide's speed (both versions) has been increased.
    He now uses the normal version of his 2nd fatality on Kratos.
    D4's recovery frames on hit have been reduced (It is now +8 aprox. on hit)
    Dive Kick (both versions) now has lesser recovery frames on whiff. (4 frames less)
    Ice Ball (both versions) hits Mid now. CHANGED, READ BELOW
    NEW
    Ice bomb (all versions) recovers faster.
    Ice Beam change has been reverted, only Regular Ice Ball hits Mid now.
    Baraka
    Second hit of 221+2's hitbox has been increased so it doesn't whiff on crouching opponents.
    EX and non EX Blade Slice's hitboxes have been increased so that they don't whiff on crouching opponents.
    122's last hit is an Overhead.
    B31F1's recovery frames on block have been reduced (it should be now +1 approx.)
    U4 now does 12% damage on hit.
    Kitana
    F21's recovery frames on block have been slightly increased. (should be -5 aprox.)
    Second hit of EX Pretty Kick's Hitbox has been increased, thus turning it into a true Mid attack.
    EX Fans (On ground and on air) damage scaling has been increased.
    Regular Ground fans damage scaling has been increased.
    Regular Air fan damage scaling has been increased.
    Regular Cutter's reaction has been changed to the Regular Pretty Kick one in order to prevent a safe jump on hit from this move.
    Regular Pretty Kick's reaction has been changed to what previously was Regular Cutter's. It should now grant a safe jump on hit.
    Mileena
    Standing 2 is faster.
    F2 is faster.
    F3 is faster.
    Her normal version of her 1st fatality is now used on Kratos.
    Telekick input is now DD3. (Move list has been updated to show the new input)
    D1's recovery frames on hit have been reduced.
    Johnny Cage
    He now uses the normal version of his 2nd fatality on Kratos.
    F3's recovery frames on block have been increased (approx. -4)
    F33B3's recovery frames on block have been increased (approx. -4)
    Non EX Nut Punch's recovery frames on hit have been increased, thus preventing it from granting a safe jump.
    Low EX Forceball's recovery frames have been slightly increased.
    Opponent recovers a bit faster (3 frames aprox.) from Regular nut punch in order to prevent Cage from getting a safe jump on hit.
    Done for the same reason as Kano's B12, there seems to be a limit of sorts for recovery frames on hit (AKA, shitty programming)
    (should be mentioned that because of shared coding, despite the fact that there are other reaction variables for EX nut, modding
    regular also affects EX nut punch recovery for victim. That being said, EX Nut Punch still grants a safe jump on hit and the change is hardly noticeable here.)
    Ermac
    He now uses the normal version of his 2nd fatality on Kratos. (normal costume only)
    D3's recovery frames on hit were slightly decreased. (should be + on hit now)
    U4's recovery frames on hit were slightly reduced, in order to allow it to connect with a special like the Telelift or Telepush. (This was done due to a lack of a special cancellable variable for this attack)
    Reptile
    Dash speed (forward, backwards, into duck, both from forward and backwards dashes) has been increased.
    Recovery frames for Regular Elbow Dash on block have been slightly increased.
    Sektor
    12's hitbox has been expanded to make whiffing after connecting with 1 happen less often.
    D1's recovery frames on hit were reduced, it should be advantage on hit (+1 or +2 approx.)
    1's reaction has been changed in order to complement the 12 hitbox change. Now, 12 will never whiff after connecting with 1.
    Kratos
    212's last hit is a bit faster, this is in order to make the gap smaller in the string.
    B12 is faster.
    F14's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.
    F2 is faster.
    D1's recovery frames on block and on hit have been reduced.
    D3 is faster.
    D3's recovery frames on block, whiff and hit have been slightly reduced.
    Skarlet
    She uses the normal version of her 1st fatality on Kratos now.
    Teleport Drop (both versions) has a slightly bigger hitbox, thus allowing it to connect against an opponent more consistently.
    Raiden
    The hitbox of EX Vicinity Blast has been adjusted so it does not whiff on crouching opponents, and
    EX Vicinity Blast is now a true Mid attack.
    Rain
    He uses the normal version of his 1st fatality on Kratos now.
    D3's recovery frames on hit were reduced, while on block and whiff have only been slightly reduced.
    Regular Water bubble hits Mid now.
    Rain can now block after using either version of the H2O Buff, but damage bonus has been slightly reduced for the EX version to
    prevent it from being too powerful. (reduced by 1.5% damage per attack)
    Liu Kang
    B312's recovery frames on block have been slightly increased (approx -3)
    Dragon Stance + 2's recovery frames on block have been reduced. It should now be neutral on block.
    Scorpion
    OLD
    F214's last hit is now special cancellable.
    To further complement the change above, F214's last hit is slightly faster.
    Spear (both versions) recovery frames on block have been reduced. CHANGED, READ BELOW
    D3 and D4's recovery frames on hit were reduced and should now be + on hit. (+8 aprox for D4, +2 aprox. for D3)
    D1's recovery frames on hit were reduced, it should now be + on hit. (+3 aprox. for standing opponent, +1 aprox. for crouching opponent)
    2,1+2's recovery frames on block were reduced. (should be -5 aprox.)
    NEW
    Spear's recovery frames on block have been slightly increased.
    Spear's recovery frames on whiff have been slightly reduced.
 
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