FOSE: initialize (version = 1.2.0 01070030)
fallout root = C:\Users\Joe\Desktop\Fallout 3\
plugin directory = C:\Users\Joe\Desktop\Fallout 3\Data\FOSE\Plugins\
checking plugin C:\Users\Joe\Desktop\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll
unknown QueryInterface 00000000
plugin C:\Users\Joe\Desktop\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll (00000001 sr_Fallout_Stutter_Remover 00000003) loaded correctly
patched
DoLoadGameHook: Save 2 - Joe, Vault 101 Atrium, 00.42.44.fos
loading from C:\Users\Joe\Documents\My Games\Fallout3\Saves\Save 2 - Joe, Vault 101 Atrium, 00.42.44.fose
HandleLoadGame: couldn't open file (C:\Users\Joe\Documents\My Games\Fallout3\Saves\Save 2 - Joe, Vault 101 Atrium, 00.42.44.fose), probably doesn't exist
DoLoadGameHook: Save 2 - Joe, Vault 101 Atrium, 00.42.44.fos
loading from C:\Users\Joe\Documents\My Games\Fallout3\Saves\Save 2 - Joe. Vault 101 Atrium, 00.42.44.fose
HandleLoadGame: couldn't open file (C:\Users\Jose\Documents\My Games\Fallout3\Saves\Save 2 - Jose Giron, Vault 101 Atrium, 00.42.44.fose), probably doesn't exist
FOSE: deinitialize
Also do you think if i change these values on the fallout 3 ini, it would help reduce stutter
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iPreloadSizeLimit=26214400
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
iBackgroundLoadLoading=1
bBackgroundPathing=1
bBackgroundNavmeshUpdate=1
bCloneModelsInBackground=1
Some dual core and quad core CPU users have said that by inserting a new command iNumHWThreads=2 under the General section of Fallout.ini, and setting it to a value of 1, 2 or 4, this prevents freezing at certain points in the game. In practice this setting should not be required, as it appears to restrict the number of threads used by the game, however you can experiment with different values depending on how many cores of your CPU you want the game to use.
The FSR log file shows up in your Fallout directory. It is named sr_Fallout_Stutter_Remover.log (all FSR files have the same name except for the file extension). At the moment it is not great for helping users to optimize things for themselves - it can tell you the address of objects involved in some performance issues, and in some cases the address of code manipulating those objects, and a few details like that. I am considering permitting more user customization by adding the ability to specify arbitrary critical section or other object addresses for suppression or other mode changes (in the most recent versions, the FSR code is capable of applying different critical section modes to different critical sections efficiently, though there is no interface to this ability except for the iCriticalSectionSuppression parameter which has hardwired meanings).