TES Construction Set and the 4GB Patch

Post » Fri Sep 10, 2010 8:31 am

As some of you may know, ive been working on a heightmap for Cyrodiil lately, and i have been unable to open the 88.4mb file with 5242 cells in the construction set.

Making it awkward to make quick changes. Well, as you may have already guessed, i patched the Construction Set, and HUZARR!

That is all...
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Sami Blackburn
 
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Post » Fri Sep 10, 2010 11:04 am

Ohh, glad you posted this. I think I forgot to patch the CS.
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XPidgex Jefferson
 
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Post » Fri Sep 10, 2010 10:36 am

Don't mention it. :thumbsup:

Oh, just so you know, this wont necessarily make the CS perform any better, it simply allows it to handle much larger plug-ins and statics :)
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Alex Blacke
 
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Post » Fri Sep 10, 2010 5:00 pm

Don't mention it. :thumbsup:

Oh, just so you know, this wont necessarily make the CS perform any better, it simply allows it to handle much larger plug-ins and statics :)


For clarification's sake, this is using the 4GB patch already in existence, and not via a Morrowind.ini edit, correct?
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J.P loves
 
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Post » Fri Sep 10, 2010 2:55 pm

Yep, sorry, forgot to mention.

http://www.ntcore.com/4gb_patch.php

That is the app im using.
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sas
 
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Post » Fri Sep 10, 2010 2:55 pm

I downloaded it but there is no readme where do I put it to run the .exe?
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leni
 
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Post » Fri Sep 10, 2010 6:01 pm

I downloaded it but there is no readme where do I put it to run the .exe?

Put it wherever you want.
Then just double-click on it, and select the program you want to patch.
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Zach Hunter
 
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Post » Fri Sep 10, 2010 5:32 pm

Cool thank you. It worked.
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Allison Sizemore
 
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Post » Fri Sep 10, 2010 2:55 pm

Sweet stuff. How do I know if I should use it on other programs or games? I've got Windows XP-64bit, and oodles of games. Should I abide by "don't fix what isn't broken"? especially for games that use mods/over-write/fix the .exe? :unsure2:
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Sabrina Schwarz
 
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Post » Fri Sep 10, 2010 3:49 am

When in doubt, back up the original .exe before patching. I would say if you aren't experiencing hangs and crashes, you probably don't need to patch it, but if you are . . . it's up to you.

That said, I would have thought only older games were affected, but Jac says Dragon Age is crashing less on him since patching the .exe. We were having problems with Sacred II and NWN, when we played multiplayer and it didn't eliminate our problems, but it certainly made the games worth playing again.

IMHO, the hardware is moving forward so fast, even games written for Win7 64 bit might not be taking advantage of everything that's available. From threading, to multi-core, to 4+GB of RAM, I wouldn't expect anything to work as advertised right out of the box anymore.
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pinar
 
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Post » Fri Sep 10, 2010 2:02 am

Native 64-bit applications should already be able to address plenty of memory.

Native 32-bit applications running in a 64-bit system can be allowed to address 4gb of ram with this patch, and while I doubt there is any down side to using it for most applications, I don't know for how many it would make much of a difference. A heavily modded Morrowind/Oblivion can pass the 2gb limit for 32-bit processes, so it is beneficial here. As SGMonkey has shown, the CS can benefit from it when dealing with large amounts of data. But most games aren't so modifiable and so I expect the developers to work within the memory limit.


And even if you don't back up before patching, the patch program should create a backup for you, I believe.
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Kelvin
 
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Post » Fri Sep 10, 2010 2:58 am

Awesome, thanks for the explanations Elaura and NMZmaster! :thumbsup: Do you think patching would increase stability (reduce crashing) during long play sessions (if the game is crashing after a certain number of hours)? I'm just thinking that maybe such an issue would be due to the game or Windows eating all the RAM and then forgetting to clear out stuff (old interior/exterior cells, that sort of thing) and having a conniption and crashing.
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Bones47
 
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Post » Fri Sep 10, 2010 8:10 am

This patch is said to greatly reduce crashes for several persons.
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CArlos BArrera
 
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