[REQUEST] Rise of the Ronin

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reterstoff
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Re: [REQUEST] Rise of the Ronin

Post by reterstoff »

Midnight armors. some aren't but i found the ones that i was looking for in this list from the V1 Text.

602,14,0A69, "Private school master's kimono",null,null
603,14,6574, "Private school master's kimono",null,null
604,14,B26E, "Kimono of a concentric official",null,null
605,14,E074, "Kimono of the official of the same heart",null,null
606,14,8707, "Scholar's Kimono",null,null
607,14,B16B, "Scholar's Kimono", null, null
608,14,C834, "Kimono of the Wild Samurai", null, null
609,14,F1A6, "Ninja Attire", null, null
610,14,9BB8, "Laborer's Western Costume", null, null
611,14,DA58, "Laborer's Western Costume", null, null
612,14,583D, "Odd Fellows Uniforms", null, null
613,14,6160, "Odd Fellows Uniforms", null, null
614,14,A4E0, "Western Company Uniforms", null, null
615,14,B7B9, "Alchemist's Western Uniform", null, null
616,14,35A6, "Green Ghost's attire",null,null
617,14,48CF, "The kimono of the Magnificent Men", null, null
618,14,5914, "Kimono of the chief of Matsushita Murasuku",null,null
619,14,7AD7, "Toho's kimono",null,null
620,14,8DA7, "Sakuho's kimono",null,null
621,14,9CAA, "Washi kimono of the Edo people", null, null
622,14,8929, "Kimono of the Enlightened Shogun", null, null
623,14,A70D, "Kimono of a genius inventor", null, null
624,14,1353, "Kimono of a genius inventor",null,null
625,14,2CF9, "Onikomachi Kimono",null,null
626,14,B536, "Akagi Tengu's Kimono",null,null
627,14,cc5f, "kimono of the sudden flower",null,null
628,14,E682, "Viper's Kimono",null,null
629,14,2925, "Big Brother's Kimono", null, null
630,14,9E87, "Midori Kouki Kimono",null,null
631,14,B707, "First Consul's Costume", null, null
632,14,72F3, "Governor's formal dress", null, null
633,14,DEF7, "British Interpreter's Overalls", null, null
634,14,F5DA, "Workwear for the Great British Aristocrats",null,null
635,14,437E, "Uniforms for recalcitrant captains",null,null
636,14,F2FC, "Kotengu's battle attire",null,null
637,14,2ECF, "Taifu's kimono", null, null
638,14,8C28, "TENJOIN's kimono", null, null
639,14,7255, "Dr. Ranpon's kimono", null, null
640,14,34CF, "Fukatsui Kimono",null,null

ShadowOfTheVale
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Re: [REQUEST] Rise of the Ronin

Post by ShadowOfTheVale »

Hey sorry may be a silly question, after spawning them into my inventory I am having issues with selecting them. I have to select an obtained item first them select the ones i used with the codes. Also if i go to sell them it says cant sell selected items as they are all selected. Anyone to fix this?

reterstoff
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Re: [REQUEST] Rise of the Ronin

Post by reterstoff »

ShadowOfTheVale wrote:
Tue Mar 18, 2025 4:37 pm
Hey sorry may be a silly question, after spawning them into my inventory I am having issues with selecting them. I have to select an obtained item first them select the ones i used with the codes. Also if i go to sell them it says cant sell selected items as they are all selected. Anyone to fix this?
Equip a different piece that wasnt spawned in, sell the piece you want, then buy it back and re-equip. It is giving that error because you cannot sell items that you have equipped and it will try to equip multiple, if not all spawned items at the same time for some reason. Once you buy them back, they will act normally.

ShadowOfTheVale
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Re: [REQUEST] Rise of the Ronin

Post by ShadowOfTheVale »

Thank you reterstoff

AkumaZ
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Re: [REQUEST] Rise of the Ronin

Post by AkumaZ »

Anyone working on the NPC moves or general style editor function?

Being able to either use NPC style ourself (especially the unique ones) or at least be able to equip their unique moves would be HUGE

On top of that being able to swap out all 4 moves with whatever would be super cool

tx2064596
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Re: [REQUEST] Rise of the Ronin

Post by tx2064596 »

izayoixx wrote:
Mon Mar 17, 2025 12:25 pm
Here, a quick script to remove the dumb level cap for special effects. Now the actual max is 255 which basically triples the vanilla cap.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1337196601</ID>
      <Description>"Remove Special Effect Level Cap"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(Cap1,Ronin.exe,45 0F B7 59 10) // should be unique
alloc(newmem,$100,Cap1)
alloc(EffectMult,4)
registersymbol(EffectMult)
label(code)
label(return)

EffectMult:
  dq 1

newmem:
  movzx r11d,word ptr [r9+10]
  cmp [EffectMult],1
  jle code
  imul r11d,[EffectMult]

code:
  mov eax,FFFFFFFF
  jmp return

Cap1:
  jmp newmem
return:
registersymbol(Cap1)

aobscanmodule(Cap2,Ronin.exe,B9 10 27 00 00 66 3B C1 72 F1) // should be unique
alloc(newmem2,$100,Cap2)

label(code2)
label(return2)

newmem2:
  cmp [EffectMult],1
  jle code2
  imul eax,[EffectMult]

code2:
  mov ecx,FFFFFFFF
  jmp return2

Cap2:
  jmp newmem2
return2:
registersymbol(Cap2)

[DISABLE]

Cap1:
  db 45 0F B7 59 10

Cap2:
  db B9 10 27 00 00


unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+161E7E

Ronin.exe+161E50: 44 3B 42 04           - cmp r8d,[rdx+04]
Ronin.exe+161E54: 0F 83 BF 00 00 00     - jae Ronin.exe+161F19
Ronin.exe+161E5A: 41 8B C0              - mov eax,r8d
Ronin.exe+161E5D: 4C 69 D0 0C 01 00 00  - imul r10,rax,0000010C
Ronin.exe+161E64: 49 83 C2 08           - add r10,08
Ronin.exe+161E68: 4C 03 D2              - add r10,rdx
Ronin.exe+161E6B: 0F 84 A8 00 00 00     - je Ronin.exe+161F19
Ronin.exe+161E71: 41 0F B7 42 02        - movzx eax,word ptr [r10+02]
Ronin.exe+161E76: 41 89 01              - mov [r9],eax
Ronin.exe+161E79: B8 10 27 00 00        - mov eax,00002710
// ---------- INJECTING HERE ----------
Ronin.exe+161E7E: 45 0F B7 59 10        - movzx r11d,word ptr [r9+10]
// ---------- DONE INJECTING  ----------
Ronin.exe+161E83: 66 44 3B D8           - cmp r11w,ax
Ronin.exe+161E87: 72 03                 - jb Ronin.exe+161E8C
Ronin.exe+161E89: 44 8B D8              - mov r11d,eax
Ronin.exe+161E8C: 66 45 89 59 10        - mov [r9+10],r11w
Ronin.exe+161E91: B8 F4 01 00 00        - mov eax,000001F4
Ronin.exe+161E96: 45 0F BF 42 0C        - movsx r8d,word ptr [r10+0C]
Ronin.exe+161E9B: 3B E8                 - cmp ebp,eax
Ronin.exe+161E9D: 0F 57 D2              - xorps xmm2,xmm2
Ronin.exe+161EA0: 0F 4C C5              - cmovl eax,ebp
Ronin.exe+161EA3: 48 63 D0              - movsxd  rdx,eax
}


{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+1621AD

Ronin.exe+16218F: 48 8D 41 20     - lea rax,[rcx+20]
Ronin.exe+162193: EB 0A           - jmp Ronin.exe+16219F
Ronin.exe+162195: 66 39 50 12     - cmp [rax+12],dx
Ronin.exe+162199: 74 0E           - je Ronin.exe+1621A9
Ronin.exe+16219B: 48 83 C0 14     - add rax,14
Ronin.exe+16219F: 49 3B C0        - cmp rax,r8
Ronin.exe+1621A2: 75 F1           - jne Ronin.exe+162195
Ronin.exe+1621A4: 41 0F B7 C1     - movzx eax,r9w
Ronin.exe+1621A8: C3              - ret 
Ronin.exe+1621A9: 0F B7 40 10     - movzx eax,word ptr [rax+10]
// ---------- INJECTING HERE ----------
Ronin.exe+1621AD: B9 10 27 00 00  - mov ecx,00002710
// ---------- DONE INJECTING  ----------
Ronin.exe+1621B2: 66 3B C1        - cmp ax,cx
Ronin.exe+1621B5: 72 F1           - jb Ronin.exe+1621A8
Ronin.exe+1621B7: 8B C1           - mov eax,ecx
Ronin.exe+1621B9: C3              - ret 
Ronin.exe+1621BA: CC              - int 3 
Ronin.exe+1621BB: CC              - int 3 
Ronin.exe+1621BC: 48 8B 02        - mov rax,[rdx]
Ronin.exe+1621BF: 48 39 01        - cmp [rcx],rax
Ronin.exe+1621C2: 0F 94 C0        - sete al
Ronin.exe+1621C5: C3              - ret 
}

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1337196602</ID>
          <Description>"Effect Multiplier (Still Caps at 255 and overflows otherwise)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>EffectMult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
how to use it?

jomoroon
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Re: [REQUEST] Rise of the Ronin

Post by jomoroon »

tx2064596 wrote:
Tue Mar 18, 2025 5:15 pm
izayoixx wrote:
Mon Mar 17, 2025 12:25 pm
Here, a quick script to remove the dumb level cap for special effects. Now the actual max is 255 which basically triples the vanilla cap.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1337196601</ID>
      <Description>"Remove Special Effect Level Cap"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(Cap1,Ronin.exe,45 0F B7 59 10) // should be unique
alloc(newmem,$100,Cap1)
alloc(EffectMult,4)
registersymbol(EffectMult)
label(code)
label(return)

EffectMult:
  dq 1

newmem:
  movzx r11d,word ptr [r9+10]
  cmp [EffectMult],1
  jle code
  imul r11d,[EffectMult]

code:
  mov eax,FFFFFFFF
  jmp return

Cap1:
  jmp newmem
return:
registersymbol(Cap1)

aobscanmodule(Cap2,Ronin.exe,B9 10 27 00 00 66 3B C1 72 F1) // should be unique
alloc(newmem2,$100,Cap2)

label(code2)
label(return2)

newmem2:
  cmp [EffectMult],1
  jle code2
  imul eax,[EffectMult]

code2:
  mov ecx,FFFFFFFF
  jmp return2

Cap2:
  jmp newmem2
return2:
registersymbol(Cap2)

[DISABLE]

Cap1:
  db 45 0F B7 59 10

Cap2:
  db B9 10 27 00 00


unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+161E7E

Ronin.exe+161E50: 44 3B 42 04           - cmp r8d,[rdx+04]
Ronin.exe+161E54: 0F 83 BF 00 00 00     - jae Ronin.exe+161F19
Ronin.exe+161E5A: 41 8B C0              - mov eax,r8d
Ronin.exe+161E5D: 4C 69 D0 0C 01 00 00  - imul r10,rax,0000010C
Ronin.exe+161E64: 49 83 C2 08           - add r10,08
Ronin.exe+161E68: 4C 03 D2              - add r10,rdx
Ronin.exe+161E6B: 0F 84 A8 00 00 00     - je Ronin.exe+161F19
Ronin.exe+161E71: 41 0F B7 42 02        - movzx eax,word ptr [r10+02]
Ronin.exe+161E76: 41 89 01              - mov [r9],eax
Ronin.exe+161E79: B8 10 27 00 00        - mov eax,00002710
// ---------- INJECTING HERE ----------
Ronin.exe+161E7E: 45 0F B7 59 10        - movzx r11d,word ptr [r9+10]
// ---------- DONE INJECTING  ----------
Ronin.exe+161E83: 66 44 3B D8           - cmp r11w,ax
Ronin.exe+161E87: 72 03                 - jb Ronin.exe+161E8C
Ronin.exe+161E89: 44 8B D8              - mov r11d,eax
Ronin.exe+161E8C: 66 45 89 59 10        - mov [r9+10],r11w
Ronin.exe+161E91: B8 F4 01 00 00        - mov eax,000001F4
Ronin.exe+161E96: 45 0F BF 42 0C        - movsx r8d,word ptr [r10+0C]
Ronin.exe+161E9B: 3B E8                 - cmp ebp,eax
Ronin.exe+161E9D: 0F 57 D2              - xorps xmm2,xmm2
Ronin.exe+161EA0: 0F 4C C5              - cmovl eax,ebp
Ronin.exe+161EA3: 48 63 D0              - movsxd  rdx,eax
}


{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+1621AD

Ronin.exe+16218F: 48 8D 41 20     - lea rax,[rcx+20]
Ronin.exe+162193: EB 0A           - jmp Ronin.exe+16219F
Ronin.exe+162195: 66 39 50 12     - cmp [rax+12],dx
Ronin.exe+162199: 74 0E           - je Ronin.exe+1621A9
Ronin.exe+16219B: 48 83 C0 14     - add rax,14
Ronin.exe+16219F: 49 3B C0        - cmp rax,r8
Ronin.exe+1621A2: 75 F1           - jne Ronin.exe+162195
Ronin.exe+1621A4: 41 0F B7 C1     - movzx eax,r9w
Ronin.exe+1621A8: C3              - ret 
Ronin.exe+1621A9: 0F B7 40 10     - movzx eax,word ptr [rax+10]
// ---------- INJECTING HERE ----------
Ronin.exe+1621AD: B9 10 27 00 00  - mov ecx,00002710
// ---------- DONE INJECTING  ----------
Ronin.exe+1621B2: 66 3B C1        - cmp ax,cx
Ronin.exe+1621B5: 72 F1           - jb Ronin.exe+1621A8
Ronin.exe+1621B7: 8B C1           - mov eax,ecx
Ronin.exe+1621B9: C3              - ret 
Ronin.exe+1621BA: CC              - int 3 
Ronin.exe+1621BB: CC              - int 3 
Ronin.exe+1621BC: 48 8B 02        - mov rax,[rdx]
Ronin.exe+1621BF: 48 39 01        - cmp [rcx],rax
Ronin.exe+1621C2: 0F 94 C0        - sete al
Ronin.exe+1621C5: C3              - ret 
}

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1337196602</ID>
          <Description>"Effect Multiplier (Still Caps at 255 and overflows otherwise)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>EffectMult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
how to use it?
Just copy and paste into CE table

Hanwhan
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Re: [REQUEST] Rise of the Ronin

Post by Hanwhan »

has anybody found a way to add combat styles in yet/unlock them early?

Hario0221
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Re: [REQUEST] Rise of the Ronin

Post by Hario0221 »

Anyone knows the ID of the Inverness Coat you'll get after the finale?

Yin111
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Re: [REQUEST] Rise of the Ronin

Post by Yin111 »

I managed to find the ID of the PS Deluxe edition stuff. Sadly the models for those gears do not seem to be in the game. I could change an item to those, but the icon will be blank and the models will not show on character. You also can't sell them to a merchant.
Hario0221 wrote:
Wed Mar 19, 2025 6:55 am
Anyone knows the ID of the Inverness Coat you'll get after the finale?
The Inverness Coat ID is F766.

tx2064596
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Re: [REQUEST] Rise of the Ronin

Post by tx2064596 »

jomoroon wrote:
Tue Mar 18, 2025 6:50 pm
tx2064596 wrote:
Tue Mar 18, 2025 5:15 pm
izayoixx wrote:
Mon Mar 17, 2025 12:25 pm
Here, a quick script to remove the dumb level cap for special effects. Now the actual max is 255 which basically triples the vanilla cap.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1337196601</ID>
      <Description>"Remove Special Effect Level Cap"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(Cap1,Ronin.exe,45 0F B7 59 10) // should be unique
alloc(newmem,$100,Cap1)
alloc(EffectMult,4)
registersymbol(EffectMult)
label(code)
label(return)

EffectMult:
  dq 1

newmem:
  movzx r11d,word ptr [r9+10]
  cmp [EffectMult],1
  jle code
  imul r11d,[EffectMult]

code:
  mov eax,FFFFFFFF
  jmp return

Cap1:
  jmp newmem
return:
registersymbol(Cap1)

aobscanmodule(Cap2,Ronin.exe,B9 10 27 00 00 66 3B C1 72 F1) // should be unique
alloc(newmem2,$100,Cap2)

label(code2)
label(return2)

newmem2:
  cmp [EffectMult],1
  jle code2
  imul eax,[EffectMult]

code2:
  mov ecx,FFFFFFFF
  jmp return2

Cap2:
  jmp newmem2
return2:
registersymbol(Cap2)

[DISABLE]

Cap1:
  db 45 0F B7 59 10

Cap2:
  db B9 10 27 00 00


unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+161E7E

Ronin.exe+161E50: 44 3B 42 04           - cmp r8d,[rdx+04]
Ronin.exe+161E54: 0F 83 BF 00 00 00     - jae Ronin.exe+161F19
Ronin.exe+161E5A: 41 8B C0              - mov eax,r8d
Ronin.exe+161E5D: 4C 69 D0 0C 01 00 00  - imul r10,rax,0000010C
Ronin.exe+161E64: 49 83 C2 08           - add r10,08
Ronin.exe+161E68: 4C 03 D2              - add r10,rdx
Ronin.exe+161E6B: 0F 84 A8 00 00 00     - je Ronin.exe+161F19
Ronin.exe+161E71: 41 0F B7 42 02        - movzx eax,word ptr [r10+02]
Ronin.exe+161E76: 41 89 01              - mov [r9],eax
Ronin.exe+161E79: B8 10 27 00 00        - mov eax,00002710
// ---------- INJECTING HERE ----------
Ronin.exe+161E7E: 45 0F B7 59 10        - movzx r11d,word ptr [r9+10]
// ---------- DONE INJECTING  ----------
Ronin.exe+161E83: 66 44 3B D8           - cmp r11w,ax
Ronin.exe+161E87: 72 03                 - jb Ronin.exe+161E8C
Ronin.exe+161E89: 44 8B D8              - mov r11d,eax
Ronin.exe+161E8C: 66 45 89 59 10        - mov [r9+10],r11w
Ronin.exe+161E91: B8 F4 01 00 00        - mov eax,000001F4
Ronin.exe+161E96: 45 0F BF 42 0C        - movsx r8d,word ptr [r10+0C]
Ronin.exe+161E9B: 3B E8                 - cmp ebp,eax
Ronin.exe+161E9D: 0F 57 D2              - xorps xmm2,xmm2
Ronin.exe+161EA0: 0F 4C C5              - cmovl eax,ebp
Ronin.exe+161EA3: 48 63 D0              - movsxd  rdx,eax
}


{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+1621AD

Ronin.exe+16218F: 48 8D 41 20     - lea rax,[rcx+20]
Ronin.exe+162193: EB 0A           - jmp Ronin.exe+16219F
Ronin.exe+162195: 66 39 50 12     - cmp [rax+12],dx
Ronin.exe+162199: 74 0E           - je Ronin.exe+1621A9
Ronin.exe+16219B: 48 83 C0 14     - add rax,14
Ronin.exe+16219F: 49 3B C0        - cmp rax,r8
Ronin.exe+1621A2: 75 F1           - jne Ronin.exe+162195
Ronin.exe+1621A4: 41 0F B7 C1     - movzx eax,r9w
Ronin.exe+1621A8: C3              - ret 
Ronin.exe+1621A9: 0F B7 40 10     - movzx eax,word ptr [rax+10]
// ---------- INJECTING HERE ----------
Ronin.exe+1621AD: B9 10 27 00 00  - mov ecx,00002710
// ---------- DONE INJECTING  ----------
Ronin.exe+1621B2: 66 3B C1        - cmp ax,cx
Ronin.exe+1621B5: 72 F1           - jb Ronin.exe+1621A8
Ronin.exe+1621B7: 8B C1           - mov eax,ecx
Ronin.exe+1621B9: C3              - ret 
Ronin.exe+1621BA: CC              - int 3 
Ronin.exe+1621BB: CC              - int 3 
Ronin.exe+1621BC: 48 8B 02        - mov rax,[rdx]
Ronin.exe+1621BF: 48 39 01        - cmp [rcx],rax
Ronin.exe+1621C2: 0F 94 C0        - sete al
Ronin.exe+1621C5: C3              - ret 
}

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1337196602</ID>
          <Description>"Effect Multiplier (Still Caps at 255 and overflows otherwise)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>EffectMult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
how to use it?
Just copy and paste into CE table
got it!thx bro

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SpysCreed
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Re: [REQUEST] Rise of the Ronin

Post by SpysCreed »

Fun fact, you can spawn Saito's Sword (the one with a second smaller blade on the katana) - id's are 3802 / 2891

jomoroon
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Re: [REQUEST] Rise of the Ronin

Post by jomoroon »

SpysCreed wrote:
Wed Mar 19, 2025 4:03 pm
Fun fact, you can spawn Saito's Sword (the one with a second smaller blade on the katana) - id's are 3802 / 2891
For some reason if you add these, they don't get triggered in longhouse and you cant transmog?

reterstoff
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Re: [REQUEST] Rise of the Ronin

Post by reterstoff »

jomoroon wrote:
Wed Mar 19, 2025 8:53 pm
SpysCreed wrote:
Wed Mar 19, 2025 4:03 pm
Fun fact, you can spawn Saito's Sword (the one with a second smaller blade on the katana) - id's are 3802 / 2891
For some reason if you add these, they don't get triggered in longhouse and you cant transmog?
Read previous posts.
reterstoff wrote:
Mon Mar 17, 2025 10:52 pm
izayoixx wrote:
Mon Mar 17, 2025 10:32 pm
reterstoff wrote:
Mon Mar 17, 2025 10:20 pm






so, it works for putting them in inventory but does not add transmog items.
Sell and buy back?

Holy shit.. I'm dumb. That worked.

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gunbalde60
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Re: [REQUEST] Rise of the Ronin

Post by gunbalde60 »

jonaaa wrote:
Tue Mar 18, 2025 5:44 am
The OP updated his ID list.
I take it there's no english version of this?

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