Skyrim memory patch unlocks more than 512 MB, allows huge battles

Skyrim (via Dead End Thrills)

By on January 22, 2014 at 10:08 am

Even years after release Skyrim continues to be modded into one of the most amazing games ever, with a new tinkerer unlocking Skyrim‘s limit on memory allocation.

Modder sheson explains that “When tesv.exe is started it allocates two 256MB blocks of memory. When the first block gets full, the engine will allocate more blocks.”

“Thankfully, by telling the engine to request a bigger block from the start it magically makes use of it without any further ado. This isn’t the case with the second block. Thankfully again, the second block does not fill up as quickly and once it is full the engine does not trip over itself when allocating more blocks.”

The instructions are a bit difficult to understand, but thankfully a very handsome reddit user has got it all working and compiled a .dll file for you to put in the appropriate directory. You’ll also need to do an .ini adjust as well (details on the link).

Time to start downloading all those mods, people.

Source: ENB via NeoGAF (thanks, Darren)

17 comments (Leave your own)

Sweet mother of god.


whoa …. Looks like I’ll be downloading Skyrim again …


I don’t get it, I thought Skyrim was patched to be large address aware about 3 years ago.


Tim Colwill: Even a year after release Skyrim continues to be modded

Not sure if serious or accidental, but it’s been a very long year.

As legit as it looks, I’m not super keen on downloading random DLLs from random reddit users.


I think he’s using visual overhaul mods?



It seems it’s not so much the maximum usable memory has been increased (originally I believe Skyrim on release was capped at 4GB – but lifted to higher later on) and more the size of memory chunks that can be allocated within the maximum usable memory range has been increased. So it’s the difference between, say, having to allocate 8 512MB chunks and possibly the ability to just create one large 4GB chunk instead. From a modding standpoint it would mean having a larger mod loaded at once, rather than having to break it into smaller parts and having it load and unload parts at runtime. Also more content happening at once.

Of course I could be mistaken, that’s just my understanding on the matter.


Not sure if serious or accidental, but it’s been a very long year.

I noticed that one too.

Psst the game has been out since 2011 that’s 2 and a bit years ago.


So the game won’t constantly crash when you use hires textures now? Maybe I’ll actually play it again.



Not sure if serious or accidental, but it’s been a very long year.

I don’t follow skyrim very often but has modding tools been available since release or have they only been made available a year ago?


I originally wrote “two years” and then I was like “haha no surely not” but I guess I was right the first time! Bloody hell Skyrim.


silenceoz: Skyrim

1 Year 2 months

But yeah yeah everyone round that upto 2 years or ‘years after’


Is there a mod that stops shadows from looking so damn blocky? I realize there are mods/enbs that give the game a complete graphics overhaul, but I just want cleaner shadows.



I think you should have another look at the release date. November 2011. That’s well over two years now.


I’m pretty certain that’s been done. Search for shadow/s on the nexus. Should find something.


Sweet, been playing skyrim again these last few weeks, definitely giving this a download


makes my skse not work v.v


skyrim had a release date that everyone should remember




You could use ENB just for the shadows and turn off all the other enhancements in the options.


works fine here, You using the latest SKSE 1.6.16?


skse_1_06_16 so yep, weird, it runs if i use it where skse is located, but when i add it to plugins it just fails

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