Use an LAA patcher. Problem solved. Also not illegal.As for the ridiculous comment about Firefox using >2GB, whatever you're doing to make that happen, you're doing it wrong.
This doesn't make the game 64-bit though. The EXE is still 32-bit, and with LAA it only increases the address space to 4GB max, and you still need a 64-bit OS for this to do anything which you know of course. The limit for address space on a true 64-bit executable is only limited by the RAM. In the future I could see truly open world games taking up much more than 4GB of RAM. Modded Oblivion as you know can already take up more than half that.
At this point there are still only a handful of games with 64-bit versions.
Tell that to Sleign (I guess you already tried actually), who claims every game he's seen in the past four years was "64-bit capable":
What game/software these days aren't made to support 64 bit? 64 bit was the wave of the future 6 years ago. I've not seen anything made in the last 4 years that wasn't 64 bit capable.
Supporting things like
long long ints may make up 64 bits per integer, but this doesn't mean the executable is suddenly "64-bit capable"... 64-bit ints, floats, etc. are just a language feature. I've yet to install a game with a true 64-bit executable, though they certainly exist. There are just very few of them (Crysis, STALKER, ???). I don't even think Civ 5, with its separate executables for DX9/10/11 bothered to do 64-bit versions.
I'm all for 64-bit versions of games if they come with support for additional features which are not feasible/possible in 32-bit executables. There are still hardware limitations to consider. Even the latest Nvidia cards perform operations on double-precision floats at 1/4th the speed. Most GPUs are even slower at 1/8th the speed or lower. Good thing there's not a ton of reasons to use double-precision in gaming graphics (yet). On the CPU side, Sandy Bridge's new AVX extensions widen (double, actually) bandwidth to 256-bit which means 8 floats or 4 doubles per cycle. But as you can see it's still twice as fast to do single-precision math, so there's always going to be a tradeoff. But as compared to last-generation CPUs you could move from single-precision to double-precision math with no downside. The bandwidth will continue to double each time they release a successor to AVX, but there will always be the tradeoff "do I need the extra bits, or should I do this twice as fast?"
What I'm getting at is although I'm totally in support of 64-bit versions of games, I don't think there are tons of things it will benefit realistically. It gives you a huge address space, yes, but depending on your hardware 64-bit operations (or 128-bit etc) could be downright slow. A highway anology is always good here... If you want to stay at the same speed but double the size of all the cars on the highway you need to first upgrade the lanes. I'd enjoy a Skyrim version that allowed more than 2^32 nodes in its scene graph without the need for stupid LOD/pop-in/cell/interior-exterior-separation systems, for example, but we'd need the CPUs and the RAM to put up with something that large also, not just OS support.
Edit:
And other than PC exclusives, it'll hardly matter until 64-bit consoles come out, with >4GB of RAM and modern GPUs. I doubt Bethesda is going to make a ton of engine changes to Skyrim to actually make use of 64-bit on the PC.