What do you mean, myfirst?
Hey, I've been following this mod for awhile, great job so far.
I have been modding Oblivion nonstop and came upon a fix that lets Win x64 overcome the 2GB memory limitation imposed by the game. It mods any executable and sets a flag to allow 4GB of memory to be used. I was wondering if anyone here has heard of the workaround or knows if the fix will work for people experiencing the 2GB crash with mods for Sins?
I'd like to say it works miracles for my Oblivion modding. (note : will not work for any 32 bit based OS)
Forum discussion : Oblivion and Memory Usage
Exe Patcher : NT core 4GB patch
Patric Stewart was knighted today by the queen '

That's SIR Patrick Stewart. Congrats to him, he's pretty awesome.
That's awesome! He's always been one of my top actors. His background in theater and stage work bring a high caliber of depth and subtlety to his performance that most Hollywood actors seem to be lacking. Well earned.
And I definitely meant "myfist" in my last post, not "myfirst". Sorry about that.
NP on name misspell. I also think he is a great actor. See him in Moby Dick?
Congrats Sir Patrick You deserve it.
No, We do not want anyone to use a hack, or a 3rd party workaround just to play the mod. Though the guy offering the patch is well intentioned. There are many computer inept's out there. Sorry but it is true (just look at all the relentless "how do i do this?" topics here). Using a hack that may wind up breaking someones game or OS, because they didnt know what they were doing just opens a new can of worms. Plus like you said it leaves the 32 bit OS's out of the picture. If you do go that route do so at your own risk.
We will utilize The Optimization Project. Plus some of our own optimizations that are SoA 2 specific. Mystic is correct when he says there are many files in the mod that sins will load that we do not need. The Optimization Project was made to help eliminate some of that mess, but it also taught me what we really need to get rid of in this mod.
The planet textures in TOP can be fixed. I just have not had any free time to do so, or free time to do much of anything else.. Hence my retirement from "active" modding. The current TOP planet textures are "quick, and dirty". Meaning they were half assed just to get them to work in a short time. Mystic Spherical uv-mapping is the way to go. If you use IC's method you guarantee wasted space. Unless you know something that i am not aware of. The current TOP textures are the SAME resolution as the Vanilla textures, but 1/2 the file size, and use 1/2 the memory, because all of the wasted space was eliminated. Regardless i had plans to use Planets, and Skybox's unique to SoA 2 based on TOP. Again Real Life had other plans.
Update time
The team is hard at work on the next release of soa2. In the next release you can expect to see a new starbase model, the incorporation of the sins optimization project and a few little suprises for all of you.
thanks jtaylorpcs
The team is hard at work on the next release of soa2. In the next release you can expect to see a new starbase model, the incorporation of the sins optimization project and a few little suprises for all of you.
thanks jtaylorpcs
Woot! Great to hear, will the update be for Dip / Entr / both?
For Entrenchment only. The Diplomacy port was Stress's project and probably won't be touched by any of the other team members until the Entrenchment version is done.
Hey guys on the Mod team, I have a question if you have a second.
Since everyone is busy and it looks like the next version will be a while, which, BTW, is fine... I know Stress and everyone is busy. But since it looks like it's gonna be a while I figured I'd play around and add the planets from Distant Stars into my copy of SoA2, at least the ones from our own solar system. So far that's what I've done, imported everything to make the Solar System planets playable. I haven't messed with all the other ones yet. Or the additional planetary bonuses in DS.... I can get those later.
So far everything is running OK, except when I shut the game down, then I get a mini-dump. Weirdest thing, and I was wondering if anyone had any clue why this might be happening. I've double and triple checked everything, and I can't find a typo or missed line or file anywhere, and like I said, except for shutting SINS down it's running fine...
Anyone got any ideas???
I've heard of this error before, and I *think* it might have even been in relation to those new planets. I can't really hazard a guess without toying around with it myself, though. What did the dev exe tell you when it dumped?
Hello SOA2 team
JTAYLORPCS mentioned that he wanted particle effects, does this mod really need particle upgrades? I have the slowest connection known to man, and it would take too long to download SOA2. If someone could just post the particle effects as a download file, I could do something about them.
Up to you, doesnt really matter to me, I do this for fun...
Since everyone is busy and it looks like the next version will be a while, which, BTW, is fine... I know Stress and everyone is busy. But since it looks like it's gonna be a while I figured I'd play around and add the planets from Distant Stars into my copy of SoA2, at least the ones from our own solar system. So far that's what I've done, imported everything to make the Solar System planets playable. I haven't messed with all the other ones yet. Or the additional planetary bonuses in DS.... I can get those later.
So far everything is running OK, except when I shut the game down, then I get a mini-dump. Weirdest thing, and I was wondering if anyone had any clue why this might be happening. I've double and triple checked everything, and I can't find a typo or missed line or file anywhere, and like I said, except for shutting SINS down it's running fine...
Anyone got any ideas???
My suggestion on that would be to gve the sins a few moments after exiting the game and are at the stats screen. Other than that it could be the galaxy scenario file .
thanks jtaylorpcs
Hey I dont know if this is a known issue, but when you play the Federation the deliverance engine says to spread the Unity.
JTAYLORPCS mentioned that he wanted particle effects, does this mod really need particle upgrades? I have the slowest connection known to man, and it would take too long to download SOA2. If someone could just post the particle effects as a download file, I could do something about them.
Up to you, doesnt really matter to me, I do this for fun...
Hello I will compile a list of what we need but I can also set you up with our beta tester sync. Which is much better and much faster than traditional downloads, with that you will have access to our un released version of the mod and all of our developer files. If your interested please email me or pm me
thanks jtaylorpcs
Attention All Mod Team members
Contact jtaylorpcs within the next few days, We will be removing non active members of the mod team from both sync and the team line ups by monday 12 pm noon eastern time usa. Failure to contact him will result in your termination from the mod team . Also we are now accepting applications for the following postions. Modelers, Coders , Sound fx, Strings, and if you feel you have something to contribute please feel free to contact him Thanks in advance for your assistance.
Soa2Team
jtaylorpcs@live.com or via msn
AFAIK the weapon particles dont need any work. I am incorporating SOP into the mod so any vanilla particles will be optimized. Ability Particles would be another story. I know we are still using vanilla for most of our ability's.
Known Issue: The Deliverance Engine is a leftover from vanilla sins. Unfortunately we have to leave the all of the Vanilla Sins "StatCountTypes" in the mod, or else the AI gets sluggish, or it wont build anything at all. It is not part of the mod. Just ignore it for now. We will see if we can find a way to disable it from the build menu without it effecting the AI.
For the guys on Sync. What i have done so far for the 0.5 update is there. It is NOT complete. DO NOT upload, or change anything in that folder. I will update it as needed.
Hey, just came here to say GREAT WORK, this is one of the best Sins/Entrenchment mods out there. I just have one slight issue/question. The icons for the mines (the exploding type) are they supposed to be not visible or is that a bug somewhere ?
My totaleffects mod mostly focuses on doing the opposite to vanilla abilities. It makes almost ALL of them look better, but uses more processor power. If you are looking for space, a full set of vanilla binary particles is only about 3-4 mBs.
My mod also does a couple changes to the deliverance engine, and all the other cannons. My mod is probably NOT what you are looking for, because, again, it boosts the quality of each effect rather than increases game performance.
I would be happy to create other ability effects.
Are we talking about the same thing? I understand that you want better performance, not better effects, correct?
This has been addressed for the next patch.
My mod also does a couple changes to the deliverance engine, and all the other cannons. My mod is probably NOT what you are looking for, because, again, it boosts the quality of each effect rather than increases game performance.
I would be happy to create other ability effects.
Are we talking about the same thing? I understand that you want better performance, not better effects, correct?
actually we are looking for both better effects for our custom particles and better performance . I am in the process of incorporating SOP into Soa2 as we speak.
thanks jtaylorpcs
If you got a spot on the beta testing JTAYLORPICS ill be willing to test. Just saying since SUMMER BREAK WOOT.
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