On next mod release:

1) Copy clean files over the existing ones in the mod folders & erase the mu190extras.dll

2) Copy these .xml scripts in the root mod folder, ie. FLMM\MU 1.90 Beta\"place here"

3) Change what needs to be changed in the scripts then back them up again in the same folder

4) Activate the mod, so FLMM will amend the changes to the .ini files and create a flmm1.dll

5) Open up the main freelancer directory, and navigate to the exe folder

5) Rename this flmm1.dll file to somename.dll and place it in the mod's exe folder

6) Open up the mod's freelancer.ini file and ensure somename.dll is referenced in here

7) Now freelancer will be able to find your new text resources on a mod activation

8) 'Restore Backups' in the Mod Manager and clean out any rogue files from the game folders

9) Package the mod ready for deployment or activate it locally

10) If done carefully, it should all work perfectly


The above method will allow you to implement all your new stuff into .ini's so that programs like cheaters death can see everything clearly.

You also keep your xml scripts which will generate their own ID's for quick implementation!