Deleted1205226User Posted January 14, 2018 Share Posted January 14, 2018 With the release of NifSkope 64 bit, this question came to my mind. I can't explain why but I feel one should not use 64 bit tools with 32 bit games. Can someone with good tech knowledge confirm or contradict this intuition? (with some explanation) Thank you. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 14, 2018 Share Posted January 14, 2018 (edited) The key issues are "byte size" and "file system". The 32-bit tools were designed to output files for the FAT file system and have limitations in that system as to the length of filenames and paths. Those aren't a problem for 64-bit systems, but the latter are designed for the NTFS file system which allows much longer filenames and paths. (NTFS also stores file info in both 32 (FAT) and 64 (NTFS) bit format.) A 32-bit game won't read files that exceed the limitations of the FAT system. If the tool lets you save files in the correct format, that is one hurdle passed, but if you don't see an option to choose between those formats you can't assume it will automatically enforce the correct limits for FAT. The "byte size" issue is more difficult. In very simplified terms: A 64-bit tool is natively dealing with bytes in that size: 64-bits. Such cannot be read by the game, period. It cannot correctly cope with bytes that are more than 32-bits. This is not to say it always uses 64-bits, but that if it cannot be restricted to 32-bits, it can do so. This occurs at fundamental levels such as the size of bytes associated with "integers" and "double precision". So, the simple rule is as you suspected: for 32-bit games and apps, use 32-bit tools. -Dubious- Edited January 14, 2018 by dubiousintent Link to comment Share on other sites More sharing options...
madmongo Posted January 14, 2018 Share Posted January 14, 2018 Generally speaking, it doesn't matter if your tool is 32 bit or 64 bit. What matters is whether or not it properly creates an output file in the right format. I use the 64 bit version of Paint.Net to edit dds files, and those files are used by 32 bit FNV with no issues. The issue here is the nif format, and this is something I can't answer. I do know that the nif format changed between FNV and FO4, and the version of NifSkope that I have can't edit FO4 nifs. What I don't know is if the nif format is backwards compatible. In other words, if all they did was use some fields that were left blank in previous versions, then it will probably work. If they changed structures or changed fields in the nif, then anything targeted at FO4 won't work for FNV. I don't mod FO4 (it's not a real fallout game, and I haven't been able to even finish it, let alone get enough interest in it to mod it) so I don't have the tools set up for modding it. Otherwise I'd try it and see what happens. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 14, 2018 Share Posted January 14, 2018 Just want to clarify that I agree with madmongo. The problem lies in determining if the output is compatible before you invest a lot of time and effort into using the newer tool. -Dubious- Link to comment Share on other sites More sharing options...
Deleted1205226User Posted January 14, 2018 Author Share Posted January 14, 2018 Thank you both for the information.I'll add it to my coming tutorial. I don't intend to use 64 bit tools, I'm still modding on 32 bit OS !But we might see new sort of problems appearing regarding nif in FO3 or FNV. I want to be ready.Many people assume that a newer version of a tool is always better than the older. Link to comment Share on other sites More sharing options...
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