FLMM Mod Cross Contamination Solution
A Possible Solution to the issue of possible Cross Contamination of files from Mod to Mod via FLMM. As long as you have sufficient hard Drive Space to pull it off.
The Solution: Multiple Copies of FL for each Mod Name.
The Procedure:
Deactivate any active Mods; Uninstall FL; Check the Microsoft Games Folder to be sure FL folder is NOT there; (If it is, Delete it). Restart your System; (FL makes changes in the registry, so Installs or Uninstalls require REBOOT to be complete.
Now, Reinstall FL; then Copy Paste the Folder inside the Microsoft Games folder.
Now Rename the Folder to Mod X, Then Copy Paste it AGAIN, and Rename it Mod Y. (You could give them the name of the mod you play as well.) And so forth for each MOD you wish to be able to run, and not Cross Contaminate them with each other.
When you want to play on a Server with Mod X, then you simply start FLMM click "Options" at the top of FLMM. Now click the "Choose a Different Freelancer Directory" and you will see Mod X, and Mod Y folders, or what ever you named them. Now click on the one you want (for now say Mod X). Now Load Mod X in FLMM. When you want to switch back to Mod Y, you simply deactivate the Mod X,. Now click "Options" at the top of FLMM again. Now click the "Choose a Different Freelancer Directory" and you will see Mod Ys folder. Now click on Mod Y. Now Load Mod Y in FLMM and play.
By doing this, you eliminate the Restore Backups process, as you are not transferring files from one Mod to another. The biggest issues then are Hard Drive Space, and Remembering to change the Different Freelancer Directories for each mod switch.
Note: This was tested and used with FLMM 1.31 only.
By Lone-Wolf & FlyByU