This mod makes skyrim stable as a rock. No kidding. Spawn 20 dragons? done, want to use 16k textures in a 256 ms gpu, It can be done. I’m not exagerating. You still can get oom (out of memory issues) but not for textures anymore.
The short explanation is that It makes dx9 render in a different manner, so it doesnt duplicate vram on ram. That makes it possible to not need to use enbhost and you’ll still be able to play. For real, spawn 20 dragons at once and it will not crash.
It also reduces system ram usage by 2gb aprox if you are over the max.
**
IF YOU LIKE THIS MOD REMEMBER TO ENDORSE AND OR SUPPORT ME VIA DONATIONS IF YOU LIKE.
**
LONG EXPLANATION
I got my hands into new vegas tick fix and got to talk with the author (disclaimer, i use part of his code so i will be…
This mod makes skyrim stable as a rock. No kidding. Spawn 20 dragons? done, want to use 16k textures in a 256 ms gpu, It can be done. I’m not exagerating. You still can get oom (out of memory issues) but not for textures anymore.
The short explanation is that It makes dx9 render in a different manner, so it doesnt duplicate vram on ram. That makes it possible to not need to use enbhost and you’ll still be able to play. For real, spawn 20 dragons at once and it will not crash.
It also reduces system ram usage by 2gb aprox if you are over the max.
**
IF YOU LIKE THIS MOD REMEMBER TO ENDORSE AND OR SUPPORT ME VIA DONATIONS IF YOU LIKE.
**
LONG EXPLANATION
I got my hands into new vegas tick fix and got to talk with the author (disclaimer, i use part of his code so i will be making this source opne as per the licence. I just want to make it available first
How Direct3D9 “Managed” vs “Default” Memory Works — and Why Kronos Reduces RAM / VAS DuplicationSkyrim
Legendary Edition is a 32-bit application, which means it runs inside a very limited Virtual Address Space (VAS) (roughly ~3–3.5 GB usable in practice).
Most crashes in heavily modded LE setups are not GPU crashes, but memory exhaustion or fragmentation inside the game process itself.
One of the biggest hidden contributors to this problem is how Direct3D9 manages graphical resources, especially textures.
What “D3D9 Managed” (D3DPOOL_MANAGED, the way skyrim code is made) Actually Means.
When a texture or buffer is created as Managed, Direct3D9 does the following:
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Keeps a system-memory (RAM) copy of the resource, owned by the D3D runtime.
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Uploads a second copy to GPU memory (VRAM) for rendering.
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Uses the system-memory copy as a master backup so the resource can be automatically restored after:
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device loss
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alt-tab
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driver reset
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resolution changes
This behavior is extremely convenient for application developers — but it comes at a cost. The cost in Skyrim LE.
For every managed texture, you effectively get:
- 1 copy in VRAM
- 1 duplicate copy in RAM / VAS
On a modern 64-bit engine, this is usually acceptable.
On a 32-bit game with heavy texture streaming, it is catastrophic.
As textures accumulate (2K/4K packs, large worldspaces, fast travel, long play sessions), these duplicated system-memory copies:
- Rapidly inflate VAS usage
- Increase fragmentation
- Trigger CTDs during fast travel, loading screens, or world transitions
What “D3D9 Default” (D3DPOOL_DEFAULT) Does Differently.
When a resource is created as Default:
- The resource primarily lives in GPU-side memory, managed by the driver.
- Direct3D9 does not require maintaining a permanent system-memory mirror.
- The application is expected to re-create resources if a device reset occurs.
In other words:
**Default = no mandatory system-memory backup copy **
This reduces the amount of RAM/VAS consumed by graphical resources inside the Skyrim process to almost 0. I’m Still testing about remaining FX, AI ando ther parts.
Why Converting “Managed → Default” Reduces Memory Duplication.
Kronos intercepts key Direct3D9 resource creation paths and forces resources that would normally be created as Managed to instead use Default.
This changes the memory model from:
VRAM copy + hidden system-memory backup
to:
Primarily GPU-resident resource
Practical effects
- Significantly less RAM / VAS consumption (you can use 8k textures)
- Reduced VAS fragmentation
- More stable fast travel and worldspace transitions
- Delayed or eliminated memory-related CTDs (it depends on other factors not related to Graphics, that i’m working on)
- Texture-heavy setups become a reality. Want a 4k skyrim with insane lighting? you can do it and that will NEVER be the cause of your OOM.
This does not increase the 32-bit memory limit — it simply stops wasting it.
Relationship to ENBoost (Why This Matters).
ENBoost was historically necessary because Skyrim LE’s rendering pipeline caused excessive system-memory duplication of GPU resources. So it makes enhost process that offloads that ram into a 64 bit process, another genious work tbh).
The Managed → Default approach targets one of the same root causes: unnecessary RAM/VAS copies of textures that already exist in VRAM.
When this duplication is reduced at the D3D9 level, the game becomes far less dependent on external memory tools for stability.
What This Is — and What It Is Not
✔ This is a stability and memory efficiency fix ✖ This is not an FPS mod ✖ This does not magically turn Skyrim into a 64-bit engine
Possible trade-offs (honest disclosure):
- In rare driver configurations, resource recreation behavior may differ.
- This does not replace all ENB features — it addresses memory pressure specifically. The graphic part is separated.
Why This Matters for Modern Modded Skyrim LE.
If you use:
- High-resolution textures
- Large worldspaces
- Frequent fast travel
- Long uninterrupted play sessions
…then reducing duplicated system-memory allocations is one of the most impactful things you can do to improve stability in Skyrim LE.
Kronos Suite v1 introduces this change in a controlled, optional way, focusing on preventing waste, not masking symptoms.
TLDR. It just works.
Jokes aside. You can use this with enb and without enb. I have tested my game without the enb d3d9.dll and crash fixes and it worked perfectly.
If you use enb amd want to test this, put the "ReduceSystemMemoryUsage=false". Crash fixes will cry, nut nothing will happen. then Disable this mod and check how you get a crashfest.
It has more modules. Because i have been studying Skyrim Crash pattens, so he next part i’m gonna be working on is to make a cb command on fast travel.
Fast travel is a peak of ram use. And changing worldspaces like solstheim/skyrim, WILL crash eventually. tons of fast traveling over hours of gameplay will crash too, but because of the rest of the stuff that the VAS USES. So, if you want a little help Use the console pcb command (check that it doesnt get you a message, if not try again) and you bassically reduce your play time to almos 0 ctd, at least because of memory.
For real, i have done pre fast travel manual pcb with a 0 cooldown mod, spawning dragon aspect and fire breath, and then pcb before fast travel and have achieved 10 consecutive solstheim trips and no CTD. without it it crashes like at 3rd or max 4th trip.
THANKS TO WallsofGB https://www.nexusmods.com/profile/WallSoGB for helping me and lordzapharos on teaching me tips of coding