!!!Requires Settlement Menu Manager and Neon Flats Creation Club (yes you really have to buy the CC for this mod to work)

Do NOT open your save game in between removing the old version and adding the new version.

Requirements

Make certain you have met the mod requirements of having Settlement Menu Manager installed first, load order DOES NOT matter for SMM, DIY, MK, Creative Clutter or most of my workshop mods except the ones based on Creation Club packs (in which case make sure my mod loads after the Creation Club content which it usually does by default).  Any mod which has an update date more recent than December 1, 2019 also requires the latest version of the game to run.

First Time Install (never previously used it)

If you've never used this mod before at all then I suggest running the SMM Menu Rescue holotape option first to be safe, if you attempt to install the mod to a broken workshop menu it won't work and you may end up corrupting the workshop menu in your save game specific to this workshop mod only.  After you've run the menu rescue create a full new save game (not just auto or exit save) if possible and exit fully to desktop or restart on Xbox.  Then you may proceed directly to the section labeled Internal Game Mod Manager or External Game Mod Manager depending on your mod manager of choice.

1. If you have had problems with an update or installing the mod prior to now then you MUST DO THIS ENTIRE STEP. First it is critical that you revert to a save game from BEFORE attempting to install this mod for this process. Uninstall the mod you've been trying to install (with the in game mod manager) and exit to desktop/Xbox restart. Restart the game using the save game from BEFORE your previous install attempt(s) and run Settlement Menu Manager's Menu Rescue from the holotape. Wait a minute for it to complete (it'll pop up a message). Create a full hard save game if possible (no auto or exit save) and exit to desktop completely or restart on Xbox.

Please note that there is no such thing as a way to clean a save game after uninstalling mods. It wasn't true in the Skyrim days, it's even less true now for Fallout 4. You cannot use a "clean savegame procedure" to uninstall ANY workshop mod from an existing save game 100% safely. Use a save game from before previously installing this mod, it's the only truly clean save game you can get. If you have a mid save game upgrade attempt that has failed (likely due to not having SMM previously or a broken workshop menu) and you're using this process and have no clean save game from prior to using these instructions then I strongly recommend starting a new game. If you're deeply attached to your save game you can clean the power grid at least using Registrator2k's Power Grid Tools if you're on PC and can use F4SE. If you're on console and had anything powered built from this mod then your save game is beyond fixing. Even if you are able to clean the power grid you'll still have some ghost data in your save game from the uninstall of the mod.

Failing to do any part of this correctly will most likely result in a corrupted workshop menu specific to this mod in your save game. Other mods may install just fine but this one won't. It's not a fault of this mod, it's a fault of the process used that getting mods from Bethnet for some reason makes worse.  So when I say you need to restart or exit fully to desktop or use a save game from before prior attempts to install or update the mod I actually mean it, these things are critical to success.

Codeword jellybean so I know you read this section. If you still have issues that these instructions haven't resolved please post the appropriate codewords along with your platform (Xbox/PC), whether you previously had an older version of the mod from another author, what version of the game you're running, and what mod manager you're using.

Installing the Mod

2. Now your game should be ready to attempt to install the mod again. Depending on your mod manager of choice pick from the following options:

Internal Game Mod Manager

A. Internal game mod manager: Just install the mod as normal and open your save game that you created at the end of step 1.

If the mod is still not appearing then you may possibly be looking the wrong location in the workshop menu, the files did not correctly download, or have a corrupted workshop menu in that save file. If you're on PC check your data directory to be certain that all files got downloaded. (See below for all files names for this mod). This mod injects to the end of the main menu. If the workshop menu is corrupted in that particular save file it generally only affects install attempts for the specific mod that corrupted it, any other workshop mod will normally still install correctly. A new save game will resolve this problem.

Codeword lemondrop so I know you read this section. If you still have issues that these instructions haven't resolved please post the appropriate codewords along with your platform (Xbox/PC), whether you previously had an older version of the mod from another author, what version of the game you're running, and what mod manager you're using.

External Game Mod Manager

B. If you prefer to use an external mod manager then I suggest creating a custom profile just for downloading mods from Bethnet (the in game mod manager has a tendency to disable other unrelated mods at random if you're using your primary gaming profile). Switch to the new Bethnet downloads profile in your external mod manager. Open the game and install the mod from the internal mod manager. Do NOT open your save game at this point. Once the mod is installed exit to desktop and go to your Data directory. If you're a Vortex user you'll want to use this plugin to make transferring control easier. Otherwise do the following: Zip up the files for the mod* into an zip file archive using 7zip or other zipping program of your choice. Move the loose files and the zip file you created somewhere else and remember that location. In your mod manager switch back to your normal gaming profile. Then using the install from archive option, point it at the zip file you created and moved, this will install the mod so that it is being controlled entirely by your external mod manager.  Once installed and enabled by your mod manager you can now safely open the game and run the save game you created at the end of step 1.

If the mod is still not appearing then you may possibly be looking the wrong location in the workshop menu, the files did not correctly download, or have a corrupted workshop menu in that save file. If you're on PC check your data directory to be certain that all files got downloaded. (See below for all files names for this mod). This mod injects to the end of the main menu. If the workshop menu is corrupted in that particular save file it generally only affects install attempts for the specific mod that corrupted it, any other workshop mod will normally still install correctly. A new save game will resolve this problem.

Codeword peppermint so I know you read this section. If you still have issues that these instructions haven't resolved please post the appropriate codewords along with your platform (Xbox/PC), whether you previously had an older version of the mod from another author, what version of the game you're running, and what mod manager you're using.

Mod Filenames to Look For

*The loose files that you will need to zip up for the mod is as follows:

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Neon Flats Workshop files: NeonFlatsWorkshop.esp, NeonFlatsWorkshop - Main.ba2, NeonFlatsWorkshop - Textures.ba2