Here's one from me as well.
http://sharebee.com/32def51d
50 minute log file, version 1.2.0.285, very similar to Space Oden's log. Basically the same critical sections causing basically the same problems. Similar amounts of overall stutter, but no outright pauses this time. Thread creation was even faster over time, like 60% faster maybe. Also a generally greater rate of overall CS blocking, maybe 80% higher. But the ratios of activity between CSes is overall very similar to 1st log.
Here's a log file, generated after a long session with some significant stutter.
http://sharebee.com/c8911f91
It's based on your latest INI, with CriticalSections profiling and messages turned on.
Very different. Version 1.2.0.285, using the new .ini file, it seems to have recognized most or all of the critical sections and applied the overrides without problems. The log is 2.5 hours long, so I guess there must not have been any stability issues caused by the new .ini. On a dual-core. Did the new .ini reduce stutter noticeably?
A CS @ 0xE000A98 as identified as a major source of blocking... but it seems that 99% of that blocking did not involve the main thread, so probably wasn't visible, and 99% occurred in a single 20 second period about 50 minutes in to the game session. Dunno wtf to make of that.
A CS @ 0x11CD884 (which is part of a group of closely related CSes) caused a little stutter in the previous logs, but in yours it caused an outright pause - five and a half seconds without even a single frame going by, about half an hour in to the game. Plus I think like 2 small stutters. But that was about it for the whole 2.5 hour game session. It's already on mode 2, which is what looks likely to be best for that. Dunno what else to do about that, except maybe look through the disassembly of the function using it to see what is going on there.
The massively active CS mostly just caused slower FPSes for the previous logs, on yours it produces some actual stutter, though not a lot.
Overall though it looks like a lot less CS-related stutter than the previous 2 logs. Which doesn't necessarily mean less stutter, as I'm only seeing CS-related stuff here, and not even 100% of that. Relatively high CS blocking rates, relatively low thread creation rates.
A few final notes:
Stutter Remover creates/keeps per-thread data any time it detects a new thread, but does not detect thread deletion, and has a maximum number of threads it's willing to track, so if the program dynamically creates threads over time SR will eventually die... wasn't an issue in Oblivion or FO3 but it appears to be an issue in F:NV. The current version of SR will likely crash shortly after F:NVs creates its 128th thread. Which the 1st log would have reached that... not that many minutes after he quit, around 2.5 hours. The 2nd log would have reached that around 1.5 hours. And the 3rd log would have reached that around 4 hours.
At the least I'll double that limit in the next SR release. I may look at allowing SR to notice thread deletion, or increase the limit to larger amounts, but assuming it only gets doubled then SR will still have an issue producing an increasing chance of causing a crash in very long game sessions.
And, if you want more stutter reduction, you can probably change Renderer+0x080 from Mode 2 to Mode 5, though in prior gamebryo games some people saw crashes with that setting.