

MADMA - Modular Accessories Distribution Management Assistant

(Base)
Every MADMA Bank has their requirement linked inside the FOMOD upon mod installation
MADMA V4.00 Changelog
Re-Structured Entire FOMOD
Updated Descriptions to each Plugin in FOMOD
Added Missing Requirements to some Plugin in FOMOD
Created New Bank - MADMA YundaoHairs Bank - 21/21 Wigs
Created New Bank - MADMA BDORHairAddon Bank - 19/19 Wigs
Created New Bank - MADMA LilyrimHairs Bank - 1/1 Wigs
Created New Bank - MADMA HaikuHair Bank - 1/1 Wigs
Created New Bank - MADMA StrappyStilettos Bank - 3/3 Heels
Created New Bank - MADMA HighHeelsStilettosZwei Bank - 3/3 Heels
Created New Bank - MADMA BabyDollHeels Bank - 1/1 Heels
Merged Bryn Bank & Egyptian Bank
Removed Saturalia Bank
Removed Nurse Bank
Created SPID Spell Keyword Distributions for the few wig banks didn't have them
Added Cleanup Logic to all Accessories & Items - NPCs no longer have their items stacked except wigs
Kept 0.1-0.3 Seconds Random Interval distribution for Wigs, while moving all other items to 0.3-0.9 Seconds. This removed some of the stuttering on Heavy MADMA cells upon entry.
Re-Compiled every Script to follow and match MADMA V4's Structure and Logic
Updated MADMA Distribution Guide to Match V4.00+
MADMA V3.17 Changelog
Added 14/14 Skirts to CosplayPack Bank
Added 24/24 Stockings/BodyStockings to CosplayPack Bank
Added 3 Shoes to Cosplay Pack Bank
Re-Created SchoolGirl Bank 46/46 Items
Created VanillaChokersEarrings Bank 18/18 Items
MADMA V3.16 Changelog
Created MADMA KSHairdosHDTSMP Bank - 100/100 Wigs
Added 13 Underwear sets to MADMA CosplayPack Bank
Created AerithHairFinalFantasy Bank - 1/1 Wig
Created KoralinaHairCollection Bank from all her hair mods - 8/8 Wigs
Created MADMA TavernWorkers Bank 71/71 Items
Created MADMA TempleOfMara Bank - 21/21 Items
MADMA V3.15 Changelog
Created MADMA Kinky Princess Bank
MADMA V3.14 Changelog
Created MADMA Forsworn Bank
MADMA V3.13 Changelog
Created MADMA Fuse00HPPatreon Bank
Created MADMA Fuse00ValkyrHairs Bank
MADMA V3.12 Changelog
From Now all MADMA Panties have the same rule as Footwear, in that if an NPC already has that slot full from an outfit, it gets skipped. This is to prevent rare cases of essential clothing from outfit getting swapped for a madma accessory where the case. Allowing distribution to be a lot more sandbox without worrying about slot conflicts from outfit to accessory. Outfit clothing always has priority.
Created New Plugin MADMA Bryn Bank
Added 40/40 Items to MADMA Bryn Bank
Added Ancient Sands Panty to MADMA Egyptian Bank
Added Arabian Princess Heels & Bracelets to MADMA Egyptian Bank
Created New Plugin MADMA MaiShirunai Bank
Added 7/7 Earrings to MADMA MaiShirunai Bank
MADMA V3.11 Changelog:
Just updated the few broken requirement links
MADMA V3.10 Changelog:
Added a _DISTR file for each Bank, for all Spells to distribute to their matched Keywords.
Created New Bank "MADMA MoreScarves Bank" 23/23 Physics Scarfs
Changed Name "MADMA Panties Bank" to "MADMA SweetRomance Bank"
Updated "How to Distribute with MADMA Guide" Guide to match MADMA V3.10
MADMA V3.00 Changelog:
Simplified the MADMA scripts small again, a mix between V1 and V2
Added a "RandomUtilityFloat" to each MADMA category, so every item equip fires at a slightly different time, instead of all firing at the exact same time, removing all jitters upon cell changing
Reduced the UpdateWait to a tiny fraction as before, eliminating any visual item equipping on NPCs
Removed QueueNiNodeUpdate, not needed for V3 MADMA
Fixed Issue of MADMA not working for some NPCs in the same cell upon a game reload
For SPID: Spell Distribution is locked to Keyword Distribution
Re-Created MADMA Distribution Guide to match V3 Standards. Added a folder containing example MADMA distributions.
Re-Compiled every single script one last time... to V3's standards >.>
Created New Plugin Bank "CosplayPack"
Created New Plugin Bank "Nurse"
Created New Plugin Bank "HighHeelsStilettosEins"
Added 18 Items to "Cosplay Pack" Bank
Added 2 Items to "Nurse" Bank
Added 8/8 High Heels to "HighHeelsStilettosEins" Bank
Categorized Banks in the FOMOD for MADMA Options for easier UI/Readability
MADMA V2.01 Changelog
Just updated the few scripts that got missed or were not done right to match the rest
MADMA V2.0 Changelog
Changed MADMA Main Framework to have a single Dispatch Function and switched Utility Wait for RegisterForSingleUpdate Method
Added retry system into MADMA shall the small chance an Actor fail to equip an item.
Added a Safety Net for Papyrus
Remade every single MADMA item script, with a new more efficient and robust style for items.
Remade DINT999 BDOR Hairs to use the newest version V0.24, no ESP-FE patch incase he updates again. Made all 97/97 Items.
Corrected Link for Gold Princess Requirment to actual ESP-FE under Egyptian Bank
Added Missing Requirement for Egyptian Accessory 3BA
Added few new bits to Egyptian Bank from 1 Mod
Created new Bank - School Girl from 2 Mods
Added an Example File to How to Create MADMA mod Option
MADMA V1.12 Changelog
Fixed Errors in Scripts for the Footwear
Added 14 Hairs to DINT999 BDOR Hairs Bank
MADMA V1.11 Changelog
Just added several more items to the Egyptian Bank from 3 more Armor Mods.
MADMA V1.1 Changelog
MADMA Upgrade Regarding Footwear - All Footwear now has a condition that it can only equip if the NPC does not already have shoes equipped (slot 37). This allows for distributing footwear among a group freely even among outfits with footwear attached, as they just get skipped cus they already have occupied slot 37.
Added dozens new accessories from 3 armors to Saturalia Bank
Created New DINT999 BDOR Hairs Bank and added 32/89 Wigs
Created New Panties Bank and added 18 Panties from Sweet Romance
Created New Egyptian Bank and added 47 Items from 10 Armors
MADMA V1.01 Changelog
Added missing ESP-FE Patch requirement for VTAW Wardrobe 5
Added 8 Ellxe Christmas Knit Panties to MADMA Saturalia Bank
MADMA V0.90 - V1.00 Changelog
MADMA Plugin Banks are now Modular to their respective mods, instead of categories
Added MADMA distributing to use a more efficient keyword system, tied in with the cleanup aspect
Created Cleanup Function. Full info on how Cleanup Function works further down the post
Created New SPID layout for MADMA, ensuring NPC can only receive 1 item out of the group through keyword exclusions system
Remade all of MADMA from scratch a couple of times improving and enhancing every possible aspect. It's now a fully fledged framework ready to get built upon and made use of.
Added Modder's Resources option in FOMOD, giving user everything they need to create their own distributions using MADMA (All you need is basic SPID knowledge)
Added the rest of DINT999 Hairpack02 Wigs 115/115
Added accessories from VTAW Wardrobe 5
Added all of COCO Accessories 25/25
Added Faceveils Bank
Created several Nirn Necessities items
Created all WinterFairyPack 24/24
Created Saturalia Bank
Updated Main Framework itself
Add a Title


♡
0
V4.00
Description
What is MADMA?
Modular Accessories Dynamic Management Assistant is a featherweight tool using minimum Papyrus scripting to distribute/equip/remove items.
It's essentially the old method of distributing constantly equipped spells to NPCs as items, turned into a framework.
It was created because SPID is only able to distribute and equip a single outfit to an NPC at a time with no option to distribute and equip additional items.
MADMA is able to distribute and equip additional items to an NPC, with their own separate dynamic system, unlocking unlimited customization potential.
How does MADMA work?
MADMA uses the Constantly Equipped Spell method for equipping items, and minimal Papyrus for distributing and equipping.
Each MADMA mod refers to the main framework for a function. This function is fired after SPID distributes the SPELL to NPC on cell load.
MADMA let's SPID do it's thing for the dynamic aspect.
How is MADMA so Lightweight?
MADMA is so lightweight that you could run thousands of MADMA mods and see zero impact on performance
Zero duplicate papyrus lines, each MADMA mod refers to the Main Framework for the inventory operations. Papyrus calls shared functions among all MADMA mods
Each MADMA script is a tiny one-time execution (fires only after SPID applies the spell)
Does a few inventory operations, then terminates. No constant background tasks or updates. No ticking loops. No persisting aliases. No repeating timers. Nothing
MADMA Runs off "Hidden" Base Type, instead of "extends Quest" like most frameworks do. Hidden means the script only exists when it is called for a function, instead of running constantly
Let's SPID do the randomization aspect, no extra scripting needed
What makes MADMA a Framework other modders might love?
Items get created and stored into plugin banks ready to be used for distribution using SPID
Each bank holds all the items created into spells
Each spell can be distributed via SPID using any of SPID's rules.
Because all these accessories are stored here as banks, users can create their own SPID files, distributing any item in the banks to any NPC/Faction/Branch/you name it, to use for their own game or publish as a SPID mod
Essentially you have a framework to distribute items to NPCs that adds onto the outfit they are wearing
What Makes MADMA stand out?
Ease of use for modders. Using SPID, distribute the spell, distribute the keyword, NPC has item. Use anything from the banks. Use the name of any item script as it's the same name of the Spell and Keyword. Simple
Featherweight Framework. Because each item is modular, nothing is tied into each other. In other words for example if u distribute a wig from DINT999's pack, the only thing that gets touched is the single chosen hair piece. Everything else continues sleeping
It is as simple and efficient as possible, for the function it serves, with the tools used
MADMA CleanUp System
If NPC has the keyword linked to the item, NPC will have and equip that item
If NPC does not have the keyword, NPC will not have item or have it equipped. Items are linked to keywords
Remove the _DISTR file giving the keywords, and NPC will lose the items, because SPID did not distribute any keywords to NPC the next time around
Particularly useful when switching between Summer and Winter variants of DWOT mods. Disable the Winter DWOT mod and NPCs will not receive any Winter item Keywords, meaning they will lose the items
Essentially Keywords and Items are linked. Break that link by not giving any keywords, and NPC receives no items and loses any it might have had
How to Distribute with MADMA?
Refer to the guide found inside the FOMOD mod package
Anyone with minimum basic SPID knowledge can distribute with MADMA

