Win 11 - all needed to setup FlashDevelop / HaxeDevelop?

I made a fresh installation of Windows 11 22H2 with also NVCleanstall to help me update Nvidia driver to latest that fixed a lot of game glitches and crashes but it is the Win reinstall that I needed about it since previously my attempt to rename AppData username although it worked and I edited registry paths, caused lots of permission errors apps like GIMP crashed because of permission errors in the Windows username folders. And for the same reason LIME config.xml probably did not generate.

I could have used VS Code but I still like using FlashDevelop as IDE for OpenFL project.

So my question is what is needed to set up all to work and to be able to run my previous neko/openfl projects to compile and run.

FlashDevelop Appman can install quite old Haxe version 3.4.7 or something but if I manually download the Haxe 4.2.5 it is newer. So I install Haxe Toolkit. (I use last version of the IDE before abandonment PHPDL - PHP Directory Lister) FlashDevelop-development

So since I manually install Haxe Toolkit, I read here
https://keyreal-code.github.io/haxecoder-tutorials/02_getting_started_with_haxe.html

haxelib install lime
haxelib run lime setup
lime install openfl

How FlashDevelop (or HaxeDevelop) finds where Haxe is installed, do I need to manually browse the folder?

This thread is also any time returning to Haxe like that to know how to set it up.

*basically I had problems COMPILING. So programs that I have previously built before 2020 work with their EXE (lime has installed without problems). But what if I wanted to update and compile them again? I set Release: Neko and I get:

Called from lime/_internal/backend/native/NativeCFFI.hx line 613
Called from lime/system/CFFI.hx line 172
Called from lime/system/CFFI.hx line 306
Uncaught exception - Could not find NekoAPI interface.

if that matters I have C:\Users\Me\.lime\config.xml and is just

<config>
<section id="defines"> </section>
</config>

A SIMPLE project fails

package;

import openfl.Assets;
import openfl.display.Bitmap;
import openfl.display.BitmapData;
import openfl.display.Sprite;
import openfl.Lib;

/**
 * ...
 * @author Me
 */
class Main extends Sprite 
{

	public function new() 
	{
		super();
		
		// Assets:
		// openfl.Assets.getBitmapData("img/assetname.jpg");
		
		var iTestPic:Bitmap = new Bitmap(Assets.getBitmapData("img/testpic.jpg"));
		addChild(iTestPic);
	}

}

By the way since Adobe Flash is no more, can neko builds still work, it is like a windows build right? Compiles with EXE file and so on.