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  1. #26
    Join Date
    Oct 2012
    Posts
    3,067
    Yes, I got the missing dll message (which I downloaded) but it still doesn't run even if run as admin.

  2. #27
    Seems that database is 32-bit, so even if you are using 64-bit system, load 32-bit version of that missing dll and put it in same folder as database program. That worked for me. Awesome database tyvm.

  3. #28
    Join Date
    Oct 2012
    Posts
    3,067
    Ah-ha! Yes, 32-bit version of dll file needed, not 64-bit.

  4. #29
    Join Date
    Jun 2010
    Posts
    6,848
    Hmm, I rechecked the download and it unzipped just fine. I get the generic 'unknown publisher' warning. It uses the SQL Server CE version 4.0, which is a bit old now. I got no malware warnings, though.
    "No sadder words of tongue or pen are the words: 'Might have been'." -- John Greenleaf Whittier
    "Do or do not. There is no try." -- Yoda
    On planet Earth, there is a try.
    Indeed, in a world and life full of change, the only constant is human nature (A is A, after all :P).
    We old vets need to keep in mind those who come after us.

  5. #30
    Join Date
    Mar 2010
    Posts
    376
    For those of us PC challenged, how exactly does this open? I download it, but nothing I have will open it.

    Never mind. While fumbling with it I got it to work. Thanks for this resource!

  6. #31
    I could access data and copy/paste using SQL Compact Query Analyzer.



    Looks promising for importing some items in my spreadsheet. I'll need to create some conversions.
    Last edited by Giseldah; Jul 05 2015 at 09:25 AM.

  7. #32
    Succes about 56k wearable items.


  8. #33
    Quote Originally Posted by Giseldah View Post
    Succes about 56k wearable items.
    Great if it helped you, like LotroCalc helped me for this @$*!#¤$ "Armour" value of scalable items (I would like to know the real formulas used by developers...)

    I made the database auto-updatable, it should detect when I will update it on the server (if it works, only tested once...)
    Maybe I will update it with 16.2, because 16.1 has too few changes : mainly the scalable Mathom Hunter's armours,
    but their item lvl is 182 for lvl 100, even gold ones; I don't know if it is WAI (still in 16.2) when best items have lvl 201 for lvl 100.
    Even the "Worth" value is wrong, for heavy versions only, with a fixed value which doesn't follow the formula used for ALL other items =>




    Quote Originally Posted by Irin19 View Post
    Love this! Does it include what the items look like ? I ask, because with the coming of cosmetic weapons this could be a great resource to see what weapons look like.
    I tried to generate as many cosmetic items as possible (it takes time, even with automated tasks).
    I did not generate Rune-stones because they are too small and not very visible. Turbine should increase their size (maybe >= *2)
    Last edited by Castorix; Jul 28 2015 at 04:34 PM.

  9. #34
    Quote Originally Posted by Castorix View Post
    Great if it helped you, like LotroCalc helped me for this @$*!#¤$ "Armour" value of scalable items (I would like to know the real formulas used by developers...)

    I made the database auto-updatable, it should detect when I will update it on the server (if it works, only tested once...)
    Maybe I will update it with 16.2, because 16.1 has too few changes : mainly the scalable Mathom Hunter's armours,
    but their item lvl is 182 for lvl 100, even gold ones; I don't know if it is WAI (still in 16.2) when best items have lvl 201 for lvl 100.
    Even the "Worth" value is wrong, for heavy versions only, with a fixed value which doesn't follow the formula used for ALL other items =>

    I think that they are WAI. They are not supposed to be the best gear in the game. They are probably still beter than normal lvl100 teal.

    Maybe that I'll add them manually with stats calculated from itemlevel.

  10. #35
    Quote Originally Posted by Giseldah View Post
    I think that they are WAI. They are not supposed to be the best gear in the game. They are probably still beter than normal lvl100 teal.

    Maybe that I'll add them manually with stats calculated from itemlevel.
    All the hobbit present items are scaled to an item level that corresponds to a character level 3 levels below the minimum level of the item.
    So, you can consider these lvl 97 items, and iLevel 182 fits for that.
    ~Dwarrowdelf (Bomb Squad)~
    Freeps: Vulcwen (R8 LM), Vulciel (lvl 100 RK), and some lower level alts.. Creep: Shadowweb (R6 spider)
    My ideas on how LM should be: [url=https://www.lotro.com/forums/showthread.php?543323-LM-revamp-reconsidered]LM Revamp reconsidered[/url]

  11. #36
    Quote Originally Posted by Vulcwen View Post
    All the hobbit present items are scaled to an item level that corresponds to a character level 3 levels below the minimum level of the item.
    So, you can consider these lvl 97 items, and iLevel 182 fits for that.
    But if I search items with "Item Level = 182" && "Quality = Incomparable", all the non-scalable items I get have level = 95
    (btw, the last ones are the "Greater Essences" for level 95 they have added for PvP, while they already existed in the DB, so they are in double now...)

  12. #37
    Quote Originally Posted by Castorix View Post
    But if I search items with "Item Level = 182" && "Quality = Incomparable", all the non-scalable items I get have level = 95
    (btw, the last ones are the "Greater Essences" for level 95 they have added for PvP, while they already existed in the DB, so they are in double now...)
    I stumbled coincidently across this thread again.. I've been researching mathom armour in last BR test (sadly couldn't finish completely). The relation between (character/required) level and item level is:

    level, iLvl
    1-3: 1
    4-88: level - 3
    89-98: level * 4 - 216
    99-100: level * 3 - 118

    So lvl100 gives indeed 100*3-118=182. It's the same level as guild Fangorn lvl95.
    The big jump in item level happens at 89: from 85 to 136.
    Last edited by Giseldah; Jan 30 2016 at 10:14 PM.

  13. #38
    I'm getting the missing MSVCR120.dll file error. im on Windows 7

  14. #39
    Quote Originally Posted by Skavenaps View Post
    I'm getting the missing MSVCR120.dll file error. im on Windows 7
    This DLL is missing on some configurations.
    You can download it anywere on the Web (for example, http://www.dll-found.com/zip/m/msvcr120.dll.zip)
    Unzip it in the folder where you unzipped LID.exe and ITEMSDB.sdf
    (I think I will have to add it in the zip...)

  15. #40

    The DB is working but not working.

    Greets -

    I am unable to actually use this. It extracted fine. When I click on LID.exe, it puts up a message box that it is checking the internet connection (1/5). Then the message box goes away. Then nothing. Trying to launch it again tells me that there is an instance of Lotro Item Database running and I need to wait for it to finish it's business before I can launch another instance. OK.

    Checking Task Manager shows me that it is running using about 2MB of memory. Otherwise, nothing. It also says that LID is waiting for another process (SetPoint.exe). I know that is an event manager for my mouse. What does that have to do with LID?

  16. #41
    Quote Originally Posted by Earthsuit View Post
    Otherwise, nothing. It also says that LID is waiting for another process (SetPoint.exe). I know that is an event manager for my mouse. What does that have to do with LID?
    SetPoint is a Logitech driver which causes many problems.
    Try to kill or remove it.

  17. #42
    Quote Originally Posted by ceesnie View Post
    SetPoint is a Logitech driver which causes many problems.
    Try to kill or remove it.
    I knew it was for my trackball, I just was not aware that it could cause issues. Especially like this.

    So, I tried suspending the process, but that did not help. Next step was to uninstall SetPoint. Bingo it worked. :shrug:

    Thanks ceesnie for the tip.

    Thanks Castorix for the db. It is wonderful.

    Peace

  18. #43
    Well, in U18, they had the great idea to change all items with B/P/E (Why ?? Why not instead increase stats of instances mobs (like in U14) + decrease self-healing & healing of classes to bring back a bit of challenge in this game ?)
    It iseems to concern thousands of items. Not sure if I will have the courage to rebuild them all (data + tooltips) because my 2 HDs died at same time and I lost many source codes (LUA, C/C++) to generate items data (I had saved some sources from the first HD to the 2nd one... bang, all disappeared in 1 second)

  19. #44
    Quote Originally Posted by Castorix View Post
    Well, in U18, they had the great idea to change all items with B/P/E (Why ?? Why not instead increase stats of instances mobs (like in U14) + decrease self-healing & healing of classes to bring back a bit of challenge in this game ?)
    It iseems to concern thousands of items. Not sure if I will have the courage to rebuild them all (data + tooltips) because my 2 HDs died at same time and I lost many source codes (LUA, C/C++) to generate items data (I had saved some sources from the first HD to the 2nd one... bang, all disappeared in 1 second)
    That's very sad news.

    For my spreadsheet, I always enter item stats using a function which in turn uses a formula. Like Turbine does, I only need to change one formula (or 1 number in a table really) to adjust all items. I have seen this happening in the past with items, so that's why I made it that way.

    The old LID database could be processed by a procedure maybe. Some steps:

    Per item:
    1) calculate old slice size: old slicesize = old bpe factor * item level (old bpe factor = 4)
    2) calculate slice count: slicecount = old bpe stat / old slicesize (this should give aprox. a multiplication of 0.2. if not then skip the item)
    3) round slicecount to exact a multiplication of 0.2
    4) calculate the new bpe slice size: new slicesize = new bpe factor * item level (new bpe factor = 9)
    5) calculate the new bpe stat: new bpe stat = slicecount * new slicesize (round the result)

    As you can see at step 2 this processing can fail. This can be because:
    1) It's an old item which is not using the current calculation system. It might be so that these items have not been increased anyway.. needs to be checked.
    2) The itemlevel of the item is incorrect.

  20. #45
    Quote Originally Posted by Giseldah View Post
    That's very sad news.

    For my spreadsheet, I always enter item stats using a function which in turn uses a formula. Like Turbine does, I only need to change one formula (or 1 number in a table really) to adjust all items. I have seen this happening in the past with items, so that's why I made it that way.

    The old LID database could be processed by a procedure maybe. Some steps:

    Per item:
    1) calculate old slice size: old slicesize = old bpe factor * item level (old bpe factor = 4)
    2) calculate slice count: slicecount = old bpe stat / old slicesize (this should give aprox. a multiplication of 0.2. if not then skip the item)
    3) round slicecount to exact a multiplication of 0.2
    4) calculate the new bpe slice size: new slicesize = new bpe factor * item level (new bpe factor = 9)
    5) calculate the new bpe stat: new bpe stat = slicecount * new slicesize (round the result)

    As you can see at step 2 this processing can fail. This can be because:
    1) It's an old item which is not using the current calculation system. It might be so that these items have not been increased anyway.. needs to be checked.
    2) The itemlevel of the item is incorrect.
    Yes, it is easier for your spreadsheet because in my case I have also to record the Tooltips, which are graphical elements (DirectX resources).
    But I could rebuild some parts of code that I had still in my head
    My next problem will be to scale scalable items to 105 (in U18B2 even U12.1 scalable items (Greater Dextrous..., Greater Valourous...) still have not been scaled...)
    For Armour stat, I will still use your formulas but I have no formula for DPS/Damage of weapons (bows, javelins, daggers, 1-handed, 2-handed, etc...) and I will have to find real lvl 105 items of each weapon type to check the Tooltips.

  21. #46
    Quote Originally Posted by Castorix View Post
    Yes, it is easier for your spreadsheet because in my case I have also to record the Tooltips, which are graphical elements (DirectX resources).
    But I could rebuild some parts of code that I had still in my head
    My next problem will be to scale scalable items to 105 (in U18B2 even U12.1 scalable items (Greater Dextrous..., Greater Valourous...) still have not been scaled...)
    For Armour stat, I will still use your formulas but I have no formula for DPS/Damage of weapons (bows, javelins, daggers, 1-handed, 2-handed, etc...) and I will have to find real lvl 105 items of each weapon type to check the Tooltips.
    Maybe it's questionable if those same U12.1 items will be used/updated. They might not scale correctly, for now at least.



    At the moment 101 scales the item to 195 and 102 to 198(source:mathom hunter armour). 105 will be 207 I guess. New non-scaling items seem to continue and use positions based on a slight alteration of the old formula, starting at 101.

    character level 95-100: item level = 3.2 * character level - 128.4
    character level 101-?: item level = 3 * character level - 108

    Think they should make it like this:

    101->198
    102->204
    103->210
    104->216
    105->222

    character level 101-?: item level = 6 * character level - 408
    Last edited by Giseldah; Mar 30 2016 at 10:02 AM.

  22. #47
    Quote Originally Posted by Giseldah View Post
    Maybe it's questionable if those same U12.1 items will be used/updated. They might not scale correctly, for now at least.



    At the moment 101 scales the item to 195 and 102 to 198(source:mathom hunter armour). 105 will be 207 I guess. New non-scaling items seem to continue and use positions based on a slight alteration of the old formula, starting at 101.

    character level 95-100: item level = 3.2 * character level - 128.4
    character level 101-?: item level = 3 * character level - 108

    Think they should make it like this:

    101->198
    102->204
    103->210
    104->216
    105->222

    character level 101-?: item level = 6 * character level - 408
    Also from this thread, Osgiliath item levels are 221 instead of 222, I dont know why :
    https://www.lotro.com/forums/showthr...ces-at-lvl-105

  23. #48
    Perhaps then it's something like this:

    101->195 mathom 104
    102->198 mathom 105
    103->201
    104->211
    105->221

    Last few levels would have then large jumps in item level.

    It would take care of gold mathom hunter armour being too good compared to instance armour.

  24. #49
    Quote Originally Posted by Giseldah View Post
    Perhaps then it's something like this:
    //...
    105->221
    //...
    But several items have different item levels at 105 : 222 for new gear, 216 for new jewels, 221 for Osgiliath scaled gear, ...

  25. #50
    Quote Originally Posted by Castorix View Post
    But several items have different item levels at 105 : 222 for new gear, 216 for new jewels, 221 for Osgiliath scaled gear, ...
    Yes, we are used to having like 3 item levels at most: 1 for purple, blue, gold.

    Are those new jewelry items quest rewards? Could be that they want to have a distinction between instance loot(higher level) and quest rewards.

 

 
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