EDIT: better explanation. This isn't a mod conflict, this is a vanilla game issue.
It happens when you use Create Sorcery Points ability, because this ability effectively raises your maximum sorcery point amount until the next long rest. It makes sense - even though your level entitles you to X amount of sorcery points after a long rest, you can go above this amount by converting spell slots to sorcery points. On tabletop, this is what makes the coffeelock work.
Let's say you start your day with 3 sorcery points, your maximum at the current level. As long as you never go above this amount, the mod works correctly. Now, let's say you use Create Sorcery Points ability to create an additional sorcery point. You now have 4 sorcery points, and your maximum amount of sorcery points until the next long rest is now 4. Then, you spend your 4 sorcery points either to do metamagic, or to create spell slots. Now you have 0 sorcery points, and take a short rest. Since this mod marks sorcery points as the "on short rest" resource, the game restores them to your current maximum - 4 (instead of 3 as entitled by your level). If you still have spell slots left, you can create another sorcery point (or a few), raising your maximum even further. For example, you create 1 more sorcery point and now have 5. If you spend any of these 5 points, an then short-rest again, the short rest will give you up to 5 sorcery points back.
Now you are out of short rests. Once you take a long rest, your maximum sorcery point amount gets reset back to 3.
Interesting, Thank you for the explanation. I suppose I never saw this issue since I never converted spells to points while at my normal maximum. Doesn't seem like there is an easy fix for this without finding a way to stop you from converting spells to points above your normal maximum.
All I know is according to original 5e player handbook rule, sorcerer can recover 4 sorcery points in short rest once it has reached level 20. In you case, you can add this feature in game level 12. Hope this information can help you.
The new file registers as a different mod instead of an update, so if you try to update and you have Patch 5 installed, your save will be inaccessible. Can you unarchive the original file, and make sure the newest version has the same UUID as the old one?
Looking into your mod I can see a minor mistake, you included the whole .lsx file but actually thats only needed if you are providing raw unpacked files, for a .pak mod you can go modular/addon as in only have the sorcery points entry in the whole file and then it edits that only, this adds compatibility with other mods that also decide to modify the same file but especially between patches changing as little as possible is always best
Here's an example of what I mean by having the .lsx file looking exactly like this you modify only the one thing you are trying to do with your mod and the rest is loaded from larians original files <?xml version="1.0" encoding="UTF-8"?> <save> <version major="4" minor="0" revision="9" build="312"/> <region id="ActionResourceDefinitions"> <node id="root"> <children> <node id="ActionResourceDefinition"> <attribute id="Description" type="TranslatedString" handle="hc3cb9a24g2714g46f1gb026g3cf7426738b5" version="2"/> <attribute id="DisplayName" type="TranslatedString" handle="hb4557cd6g4b5bg494fgbaeag88df26416060" version="3"/> <attribute id="MaxLevel" type="uint32" value="0"/> <attribute id="Name" type="FixedString" value="SorceryPoint"/> <attribute id="ReplenishType" type="FixedString" value="ShortRest"/> <attribute id="ShowOnActionResourcePanel" type="bool" value="true"/> <attribute id="UUID" type="guid" value="46886ba5-6505-4875-a747-ac14118e1e08"/> </node> </children> </node> </region> </save>
In the meta.lsx is this which means its adding onto not replacing which is how this works <attribute id="Type" type="FixedString" value="Add-on" />
Feel free to use this if you desire or you can keep your mod as is that's entirely up to you of course, though as it is currently theres little reason to not just provide it as unpacked/replacer mod
Has this mod been updated to adjust this? I was wondering because I'm running a mod that adjusts inspiration point max values, so I'm worried it might clash since its also adjusts that file.
For anyone looking at this in the future: In case it wasn't obvious from the mod 'update' date, it has not been fixed. I wasn't being as careful as I should have been and had to troubleshoot to find this. Its an easy fix though. Just unpack the .pak mod (google it, very easy), when that is done just edit out all the uneeded parts.
While looking forward to the mod being fixed, found another solution - grab Equipment Basket mod, Dark Ring of Spell Recovery, it restores all spell slots. Create Sorcery points from spell slots, restore spell slots with the ring.
The way me and my group homebrewed is for sorcery points to be [1 + charisma] instead of [sorcerer level], and it recharges on short rests. I don't know if it's easy/possible to implement this in the game, but just want to throw an idea out there!
Thank you for this mod. I share your mindset in that, since getting resources for Long Rests is easy, it's essentially an annoying chore rather than a game limitation. This mod lets me skip this unenjoyable gaming element.
In BG3? Sure, yeah, the sheer volume of food they give you plus with there being (almost) never any consequence to long resting means you can be at full power for ever fight. But if we are looking at it from a straight 5e perspective sorc has no real longevity. You burn though your power fast and then are stuck being a wizard but worse for the rest of the day. I don't like long resting every few fights(and I'm sure there are others that feel the same) so this was my solution. Is it perfect? Not at all but it's what I have for now.
22 comments
It happens when you use Create Sorcery Points ability, because this ability effectively raises your maximum sorcery point amount until the next long rest. It makes sense - even though your level entitles you to X amount of sorcery points after a long rest, you can go above this amount by converting spell slots to sorcery points. On tabletop, this is what makes the coffeelock work.
Let's say you start your day with 3 sorcery points, your maximum at the current level. As long as you never go above this amount, the mod works correctly.
Now, let's say you use Create Sorcery Points ability to create an additional sorcery point. You now have 4 sorcery points, and your maximum amount of sorcery points until the next long rest is now 4.
Then, you spend your 4 sorcery points either to do metamagic, or to create spell slots. Now you have 0 sorcery points, and take a short rest.
Since this mod marks sorcery points as the "on short rest" resource, the game restores them to your current maximum - 4 (instead of 3 as entitled by your level).
If you still have spell slots left, you can create another sorcery point (or a few), raising your maximum even further. For example, you create 1 more sorcery point and now have 5. If you spend any of these 5 points, an then short-rest again, the short rest will give you up to 5 sorcery points back.
Now you are out of short rests. Once you take a long rest, your maximum sorcery point amount gets reset back to 3.
In you case, you can add this feature in game level 12.
Hope this information can help you.
Here's an example of what I mean by having the .lsx file looking exactly like this you modify only the one thing you are trying to do with your mod and the rest is loaded from larians original files
<?xml version="1.0" encoding="UTF-8"?>
<save>
<version major="4" minor="0" revision="9" build="312"/>
<region id="ActionResourceDefinitions">
<node id="root">
<children>
<node id="ActionResourceDefinition">
<attribute id="Description" type="TranslatedString" handle="hc3cb9a24g2714g46f1gb026g3cf7426738b5" version="2"/>
<attribute id="DisplayName" type="TranslatedString" handle="hb4557cd6g4b5bg494fgbaeag88df26416060" version="3"/>
<attribute id="MaxLevel" type="uint32" value="0"/>
<attribute id="Name" type="FixedString" value="SorceryPoint"/>
<attribute id="ReplenishType" type="FixedString" value="ShortRest"/>
<attribute id="ShowOnActionResourcePanel" type="bool" value="true"/>
<attribute id="UUID" type="guid" value="46886ba5-6505-4875-a747-ac14118e1e08"/>
</node>
</children>
</node>
</region>
</save>
In the meta.lsx is this which means its adding onto not replacing which is how this works
<attribute id="Type" type="FixedString" value="Add-on" />
Feel free to use this if you desire or you can keep your mod as is that's entirely up to you of course, though as it is currently theres little reason to not just provide it as unpacked/replacer mod