About this mod
Forces Doc Mitchell to judge the player character's S.P.E.C.I.A.L. on a 1 to 9 scale (as opposed to 1 to 10) and to prioritize higher values. This enables players who dump Charisma to 1 to hear Doc Mitchell comment on something other than their awful Charisma.
- Requirements
- Permissions and credits
- Donations
Forces Doc Mitchell to judge the player character's S.P.E.C.I.A.L. on a 1 to 9 scale (as opposed to 1 to 10) and to prioritize higher values. This enables players who dump Charisma to 1 to hear Doc Mitchell comment on something other than their awful Charisma.
"Huh. Must be some frontal lobe damage."
Probably over half of the playthroughs of New Vegas have begun life with the above quote. It's what Doc Mitchell says when he recognizes that the player character's most anomalous S.P.E.C.I.A.L. stat is low Charisma.
The formula which dictates that this happens goes something like this: The dead center of a range between 1 and 10 is 5.5. Each S.P.E.C.I.A.L. stat is judged against 5.5 in turn, to see which one is furthest from it -- higher or lower -- starting with Intelligence and ending with Agility.
The problem is twofold. First, it is a New Vegas tradition to use Charisma as a "dump stat", because very few builds benefit from higher Charisma, and the game has no meaningful barriers in place for low-Charisma builds. Second, most players understand that in most cases, implants can eventually be bought for all seven S.P.E.C.I.A.L. stats, and certainly for any stat the player wants to raise to 10. Starting the game with a stat at 10 is widely considered a waste.
This means that not only will a typical player drop Charisma straight to 1, but they will also avoid raising any other S.P.E.C.I.A.L. stat above 9. Bearing in mind that these values are judged against a midpoint value of 5.5, it is easy to recognize what's going on. 1 Charisma is 4.5 points away from 5.5, but 9 Intelligence is only 3.5 points away from 5.5. 4.5 is greater than 3.5, so Charisma wins. And thus does it unfold that the majority of games of New Vegas reliably begin with Doc Mitchell grumbling under his breath about the player having a damaged frontal lobe.
I consider this phenomenon to be a violation of the specific intent of the creators. So I offer a correction.
Doc Mitchell will now judge the player character's S.P.E.C.I.A.L. stats against a range of 1 to 9, which places the average at 5.0. Since this is a flat number, Doc Mitchell will furthermore, in the case of a tie, prioritize whichever stat is high as opposed to low.
The result of this change is that as long as the player situates at least one S.P.E.C.I.A.L. stat at 9+, that stat will defeat a Charisma of 1, and Doc Mitchell will comment on it.
Other New Vegas mods I made:
Bugs:
- Asterra's Many Fixes - Fixes a lot of things not covered by Yukichigai Unofficial Patch.
- Remember Ammo Count On Reload - Prevents the game from fully reloading your weapon every time you load a saved game.
- No More Double Open & Close Sounds - Corrects for longstanding audio bugs associated with opening and closing doors and containers.
- Restoring Hope Quest Morale Fix
- Debt Collector Quest Fix
Personalization:
- Less Constant Music - Reduces the incidence of background music from 100% to 25%.
- Doc Mitchell Easier to Impress - Forces Doc Mitchell to judge the player character's S.P.E.C.I.A.L. on a 1 to 9 scale, rather than 1 to 10.
- Snowglobe Tweaks - Minor lore-friendly tweaks to make snowglobes less clunky.
- Show Pickpocket Success Rate - Adds a note to the pickpocket menu indicating the pickpocket success rate for the highlighted item.
- Loot Unconscious Victims - Lets you open the inventory of any equipment-carrying enemy who has been immobilized.
- Asterra's Lore-Friendly Challenges - Adds several challenges aimed at exhausting what the game has to offer.
- Get Both Alien Blaster And YCS/186 - Gives lore-friendly access to both weapons in a single game.
- Implant GRX Recycler - Forces each individual dose of Implant GRX to have its own 24-hour recycle.
- Beyond the Beef Tweaks - Changes to the Beyond The Beef quest aimed at improving options and making the conclusion more fulfilling.
- Empty or Not Empty - Removes the magical ability to clairvoyantly know when containers are empty, until they've been checked.
- Eddie Hears An Explosion - Irons out one of the clunkier moments in the game. (Improved since the first version.)
- Dark Craving - Adds the cannibal addiction feature from Fallout 4's survival mode.
- Legendary Difficulty - Matches Skyrim's "Legendary" settings.
- Higher Female Protagonist Voice
- Higher Voice for Veronica
- Choose Lockpick Or Use Key - Provides the option of lockpicking doors and containers regardless of whether you already have the key.
- Wild Wasteland Checklist - A menu-based, self-updating checklist of all of the Wild Wasteland content.
- Honest Hearts Workbench Crate Luck - The skill book crates in Honest Hearts obey the player character's luck.
- JSawyer Mod Vanilla Number Of Perks - Makes the perk count end at the vanilla 25, rather than JSawyer Mod's 17.
Redacted or redundant due to subsequent osmosis into mods from other authors: