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MADMA - Modular Accessories Distribution Management Assistant

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  • (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

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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

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