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Gunter Severloh

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Everything posted by Gunter Severloh

  1. Guys check out the new standalone mod crossed99 and i put together:
    • 48,495 downloads
    • Version 1.35
    Description The mod adds 134 new bandit hideouts, 46 ambush points, a bandit posse on horseback that will chase and hunt you, random roaming bandits on foot, horse, or wagon. Hire up to 9 gunmen at saloons, and fight against zombies. Players can customize all features through various settings with the included Bandit_Hideouts.ini file. Bandit Hideouts is a standalone mod it is a highly upgraded version of all the AMJM Transport mod bandit features, created by crossed99 and Gunter Severloh //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Warning - Before you install! For those installing the mod for the first time and want to also play the story/missions. So you understand what this mod does, it adds 130+ bandit hideouts and ambush points all over the map, thats everywhere and anywhere except towns (settlements). That means there are some hideouts that will spawn at story, and mission locations. There are also ambush points that will spawn bandits that may interfere with story missions, or while riding to them. There are also other bandit features like the bandit posse on horseback that will spawn and attack the player anywhere, anytime. That means they may come when your in the middle of a story mission, or traveling with another character from the story during a mission. If you do play the story and dont like the idea of hideouts, and bandits interfering during the story and missions. There is a Bandit_Hideouts.ini file included in the download, it is a configuration file that will allow you to configure every feature in the mod, this includes being able to disable the mod while ingame, or disabling certain features, hideouts, and ambush points that could interfere with the story. As said everything in the mod is configurable, it can be enabled, disabled, or adjusted if it uses numbers. Do not install the mod if you are not at least in chapter 2 of the story! Any questions or problems review the articles, or ask on the post tab! ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Features Bandit Hideouts The Bandit Hideouts mod adds many new hideouts across the RDR2 map for the player to discover and clear out. Each hideout ranges in the number of bandits, but you can define in the ini of the mod how many bandits a hideout will have, what gang will spawn there, and how many reinforcements will come if any, even if zombies will spawn there instead of bandits. Hideout Locations Map The hideout locations map is a high resolution map of the RDR2 world you can download and use it as a reference to see where all the hideouts, & ambush locations are at in the world. The legend on the map will tell you what region a hideout or ambush location is in, what gang is at each hideout/ambush point. All hideouts and ambush points are marked with a colored skull icon to represent a hideout, and an X to represent an ambush location, both a numbered and listed in the legend accordingly. Icons on the map will indicate their exact locations. Download Google Drive: 59.5mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing Credits: LittleBigSmoak & Moth-man Ingame Blips & Icons Hideout Locations Blip (icon)  A blip (icon) of a house with a skull inside it, will show up at the bottom left corner of your screen it means a hideout has spawned in and is nearby. If you pass by a hideout without attacking it, the map blip (icon) will disappear once your out of range of the hideout. If you attack and clear the hideout then the blip on the map will be removed and your screen until the hideout timer is up. You can disable this icon if you wish through the included bandit hideouts.ini Default spawned in hideout map blip When a hideout spawns in, by default this icon will be showing on the map at the location of the hideout, the player has 3 other choices of map icons they can use if they want to change it which can be done through the ini Persistent Blip (icon) The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not, if you clear a hideout the blip icon on the map will be removed until the spawn time for that hideout has returned. The persistent blip icons have their own icon type vs the one on screen. The icon can also be disabled in the ini, and only the blip icon of a hideout will show on the map when the hideout spawns in. Types of bandit hideouts Each bandit hideout can be a house, camp, cabin, abandoned building, cave, mine, fort, ruin, and other places. Hideouts will spawn bandits in by chance when you're nearby, this means that if set in the Bandit Hideouts.ini you set the chance to 100 then each time you come close to an area where a hideout would be then bandits will spawn there for sure, the lower the chance then it becomes random or less. Cleared hideout message A small feature by default is if you cleared a hideout a message will show on the screen saying "You have cleared the hideout!" you can disable this in the ini if you wish. Earn money from clearing hideouts! Yes you read that right, after killing all the bandits in a hideout, you will earn a random amount of money ranging from $25 - $150 You can customize the amount you want to earn in the ini or set it to 0 to disable it. Cleared hideout respawn Once you clear a hideout you can set in the ini the cool down of how long before they respawn again. If you set the respawn to 1 for example then in one hour from when you cleared the hideout bandits will spawn in again. Hideout bandit/gang types Each hideout will be populated with gang members for the area the hideout is in, for example: Valentine area will have O'Driscoll members or a generic gang. Lemoyne/ Rhodes area will have Lemoyne Raiders, and a generic gang. Annesburg area will have Murfree gang members. Saint Denis area may have either Nightfolk, or a generic gang. Tall Trees area you will see the Skinner brothers gang. New Austin area you will see the Del Lobo gang. Grizzlies West (snow region) area will have a generic gang. Grizzlies East (snow region) area will have a generic gang. Guarma will have the Cuban Army and Nightfolk. Disable individual Hideouts and Ambush points This feature allows the player to disable any individual hideout and ambush point in the mod through the included ini all you need to do is locate the hideout you want to disable through the downloadable map and then change the number from a 1 to a 0. There is a list for both hideouts and ambush points in the ini. Custom Gangs in hideouts Each hideout listed in the ini for the Disable Individual Hideouts list can either be disabled, or changed so it spawns another gang. The gang types to choose from are the following: // Gang Type Reference // Generic gang - 7 Murfree Brood - 8 Lemoyne Raiders - 9 O'Driscoll Boys - 10 Skinner Brothers - 11 Del Lobo gang - 12 Nightfolk -13 Cuban Army -14 Ku Klux Klan - 15 Wapiti Warriors - 16 United States Army - 17 Laramie gang - 18 Micah's gang - 19 Angelo Bronte's Mob - 20 Cornwall Goons - 21 Braithwaites - 22 Gray Family - 23 Foreman Brothers - 24 Bounty Hunters - 25 Pinkertons National Detective Agency - 26 Chelonians - 27 Vampires - 28 Here is an example hideout in the ini that is listed in the Disable Individual Hideouts list: ENABLE_ABANDONED_FACTORY=1 - With the setting at 1 the hideout spawns its default gang. - With its setting at 0 the hideout is disabled and wont spawn. - If the number is changed to a number from either 7-28 seen in the list above, then that hideout will spawn that gang based on the number. For example if we changed the number to say ENABLE_ABANDONED_FACTORY=18 then the Laramies gang will spawn at that hideout instead of the default gang. Here is an article on how this works in more detail with a video demonstration/guide https://www.nexusmods.com/reddeadredemption2/articles/435 Custom Gangs in Regions A feature where you can define what gangs will spawn in what regions for hideouts, a list in the ini of all the regions or areas on the map, each region has a default number, the number represents what gang will spawn in that region. From the reference in the ini, you can change the number for the region for whatever gang you want to spawn at the hideouts in those regions. This feature is disabled by default. Exact or random number of bandits in a hideout The amount of bandits you can encounter in a hideout will be defined in the Bandit Hideouts.ini there you can set the minimum and maximum numbers you will encounter, this is for all hideouts. If you set the number for both min/max the same you will get that exact amount, if you set the number to exceed the default random min and max then the extra bandits will come as reinforcements. Bandit Reinforcements Bandits at hideouts can call in reinforcements, they will show up on horses and or on foot. Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show. Reinforcements also has a setting where you can define how many bandits will come, and if you only wanted bandits on horses, or foot, or both, you also can disable reinforcements from coming in the ini. Bandit Spawn Amount In the included bandit hideouts.ini there is a list called spawn amount, this list will list every hideout/ambush point and allow you to set a specific number that you want to spawn at a or each individual hideout. This lets you customize hideouts based on how you want to play. Each hideout and ambush point has a default or base number of spawn points you can use this article reference to get the base default number of each hideout: LINK Knowing the base number of a hideout or ambush point will tell you how many bandits can be spawned there. For example: If you chose a hideout that had 10 bandits spawn positions that means if you set the spawn amount to say 5 then only 5 bandits would spawn. If you set the number to say 15 then the extra 5 bandits would spawn at the reinforcement spawn points. The would respawn at the reinforcement spawn points because there are only 10 available spawn points at the hideout. The same applies to ambush points. Bandits will chase the player Bandits will chase you if you ride off or run away after attacking their hideout. Bandit Ambushes Ambushes are not dynamic they are built the same as hideouts and are at set locations. Each ambush location can vary between 2-6 bandits that will attack you on foot if you enter an ambush location. If you run away on foot or on horse the bandits at the ambush location will chase after you either on foot or get on a horse. Ambush locations are marked on the downloadable map with an X Enable/Disable individual Ambush Points This feature introduced in v1.18 gives the player the option to enable or disable an individual ambush location through the included ini, all you need to do is refer to the map linked for download and decide which ambush location you want to disable for whatever reason, you open up the ini file, locate the ambush point in the list, and just set the setting accordingly. Ambushes can also be customized to have a certain amount of bandits spawn using the spawn amount setting. Bandit Posse on Horseback As players explore the game world, they will randomly be attacked by bandits on horseback, these encounters can happen at any time. In the Bandit Hideouts.ini you can define how often (how many ingame hrs) bandits will attack, and a minimum and maximum number of bandits on horseback that will attack, you can disable this feature in the ini if you want to. Random Roaming Bandits Bandits roaming the world, they will spawn in the area you are in and will be bandit/gang members from that area so if your in Valentine Area then you might see a small group of O'Driscolls wandering around. These bandits may be on foot, on horseback alone, in a group, or on a wagon, or both. You can also set in the ini if they attack you on sight or not, and set how often they will spawn. Hired Gunmen Players can hire up to 9 gunmen to fight alongside them, to do so just talk to the barkeep in any saloon. These hired guns will assist the player in combat, making it easier to take on large groups of bandits or zombies. You can hire up to 9 gunmen at a time. You can hire a random gunmen with their own gear and weapons. You can customize what they wear, and the weapons they carry. Set how much it costs to hire a gunmen. Hired Guns will not fight while in a town (can change this in the ini). Story characters are also available. You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them. They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat. If the "Allow revive" option is enabled, instead of dying they will go down into an injured state and be revived by crouching close to their head until the 'Help' prompt fills up (10 seconds). Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling. The 'Ride with me' command will prevent them from spawning in their own horse. If there's another free horse around they'll use that, but if not they'll ride with you on your horse. Commands menu: You can also give commands to them through their command menu, Numpad 1-9 keys by default. Hired Gunmen Voice Lines When you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands, and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice. This feature can also be enabled and disabled in the ini, and is enabled by default. The command menu has some extra commands: Aim at person while the menu is up: Attack target, lasso target. Aim at dead / hogtied person: pick up target. Aim at horse: put carried body on horse. Aim at downed hired gun: help up (it'll take them the same amount of time as for you). Press numpad 0 to make all hired guns stay / follow Zombies As if bandits weren't enough to deal with, the mod also adds zombies to the game world. Disabled by default, you can enable them in the Bandit Hideouts.ini There are some options in the ini to customize them, like the following: Spawn frequency - this is how much more or less you will see of them. Day/night detection - this is a setting where you can set if the zombies detect you. Zombie health - this is how much a zombie can take before you kill them. Min/max spawn amount - this will be the group size of how many groups of zombies. Min/max number - number of zombies that can spawn during day or night. Min/max spawn time - how often they will spawn in seconds. Zombies burst into flames upon dieing. Zombie lairs - this will change all the bandit hideouts to zombie lairs, so instead of bandits spawning, zombies will. Customization All of the features in the mod can be customized by editing the Bandit Hideouts.ini file. Each setting in the ini has a description on what it does and how to enable/disable it or adjust it. Open the ini file with notepad to edit it, also run it as administrator if you are being denied access. Installation Move the following files: Bandit_Hideouts.asi Bandit_Hideouts.ini Bandit_Hideouts_CustomPeds.txt to your RDR2 directory which can be found here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 Requirements Scripthook by Alexander Blade is required to run the mod. https://www.dev-c.com/rdr2/scripthookrdr2/ If AB Scripthook gives you issues with the mod then try using ScriptHookRDR2 V2 https://www.nexusmods.com/reddeadredemption2/mods/1472 Credits Crossed99 for his help and support, and patience in helping me create and update this version of his great mod! LittleBigSmoak & Moth-man for their help in creating the Bandit Hideouts map showing all the locations of the hideouts, and sorting them based on color and gang. Bandit Hideouts Youtube Channel Gunter Severloh RDR2 Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod.
  2. If you guys love crossed99 mod here, he has another mod on the nexus called Survival Mechanics https://www.nexusmods.com/reddeadredemption2/mods/1261?tab=description
  3. Very late reply but if anyone else is asking the same question then there is a mod for it on the Nexus here: No AUTO Horse Holstering https://www.nexusmods.com/reddeadredemption2/mods/1954
  4. Thanks for your reply WesternGamer, but i got everything working. Im running latest version of the game, latest scripthook, and latest LML, and running over 30 mods with reshade and everything starts and runs fine, so no issues now anymore!
  5. Looks like im back to square one with this, with the latest version of the game which im now running, i tried running my version the 1436.28 which i was running fine with 30+ mods but the game will launch get past the shotgun intro, and then gives error 16 launcher. Now if i run the game without scripthook, vfs.asi, and dinput8.dll the game loads up fine, and i even have all my saves and profile and everything. A few weeks ago April 4th my computer wouldn't boot, so i had to reinstall windows 10 on a new SSD, thing is i had to reinstall the game, i restored my previous game files, but then i go to launch the game and i get the error 16 and it wont go to the main menu. I tried everything, to fix the launcher, so now that its "fixed" i got to resort to testing one mod at a time to see what will actually work, and i do have the latest scripthook so i hope that makes a difference. Anyone with any suggestions on lml, should i use the latest version? or stick with lml 9 as i was using before?
  6. No never, the mod loader itself could be the problem, try without it and just install mods requiring lml into the lml folder, and go with that, it should work.
  7. Here's how to fix crashing on the build 1491.17 Download ScriptHookRDR2 V2 https://www.nexusmods.com/reddeadredemption2/mods/1472 and replace ScriptHookRDR2.dll in the game directory. List of updated files These mostly address security issues. Steam\steamapps\common\Red Dead Redemption 2\Redistributables Rockstar-Games-Launcher.exe Social-Club-Setup.exe Steam\steamapps\common\Red Dead Redemption 2 installscript.vdf appdata0_update.rpf RDR2.exe shaders_x64.rpf update_1.rpf update_2.rpf update_3.rpf update_4.rpf =========== Or you can always revert your game to a previous version, see my post here: https://www.rdr2mods.com/forums/topic/1309-unofficial-troubleshooting-guide-for-non-working-mods/page/5/#comment-5806 Other info https://www.rdr2mods.com/forums/topic/1309-unofficial-troubleshooting-guide-for-non-working-mods/?do=findComment&comment=6161
  8. Seeing that there is a new update to the game, and nothing but the Online part being updated, this is sad news for those like myself whom play Singleplayer (Story mode) with mods. I have a solution for you: This is for those whom play in Singleplayer (Story mode) with mods. This will work i just did this and all my mods i use (about 38) plus reshade work np. IF YOU HAVEN'T UPDATED 1. If you haven't updated yet then this should work for you. Locate the following files here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 appdata0_update.rpf PlayRDR2.exe RDR2.exe shaders_x64.rpf update_1.rpf update_2.rpf update_3.rpf update_4.rpf BACKUP 2. Back these files up, basically make a copy of them, then apply the update, once the update is complete, try to restart RDR2 if it dont start with your mods loaded, or acts like its starting but doesn't or your mods aren't working, then go back to the directory, and delete those files listed above, then replace them with your backup! IF YOU UPDATED If you have updated the game already prior to my post here, and have not backed up the files listed above in #1 then do this, revert your game: Revert your game to a previous version If you have updated and the game crashes or the mods dont work then follow my tutorial and revert your game seen here https://www.rdr2mods.com/forums/topic/1309-unofficial-troubleshooting-guide-for-non-working-mods/page/5/#comment-5806 Once you have reverted your game and its working with mods, then back up those files in step 1, then any time theres an update to the game, you can just replace the new updated files with your backed up files. ============ Another option is to remove scripthook and use the alternative scripthook.
  9. Depends, what have you tried? i have my game on pc steam so it works np for me, but the file directory should be the same regardless.
  10. Hello, welcome to the forums! List your mods.
  11. Thanks for your reply, ya im beginning to think it is a mod, but what mod is the question. Thing is im not on the latest version of the game the 1436.31, im on 1436.28 because i reverted back from the .31 version. Dont think that makes any difference but, as for the mods im running they are the following: I would love to have my inventory not constantly have what i never pick up. Seriously its like cigarettes and whisky automatically grow in my inventory, i sell everything at the general store, and the fence and i have nothing for health, alcohol, cigarettes, ect,. and i look in my inventory, ya its less but i still have a brand new pack of cigarettes, whisky, ect,. its those few things, its annoying most especially cigarettes.
  12. I downloaded the mod even though i use another mod that replaces the cattleman with the Navy revolver and that works np, but trying this mod out, i'm in Valentine and i see the gun in the catalog but i cant buy it its got a red lock on it. Any ideas as to what i need to do to unlock it? Do i need to remove the catalog_sp.ymt from the mod folder in lml or is there something else?
  13. Idk i didn't see this thread sooner but ya i'd be up for the idea, fire is pretty real in this game something to be scared of when it spreads. I dont recall but would rain put out a fire, i know rain makes a campfire smaller but would it actually snuff out a spreading fire eventually, anyone know?
  14. Hello, please excuse the title but the mod request is for horse behavior. There is a mod called Brave Horses seen here https://www.nexusmods.com/reddeadredemption2/mods/843 which i have used and somewhat worked and i dont think it works anymore becuase the function to calm the horse down is to press g which by default in the game is to pat the horse and tell him hes a good boy/girl. Heres the problem with horses and im sure most if not all players whom ride a horse can agree. Horses get scared of predators: snakes, cougars, bears, wolves, alligators maybe others. The problem with the horse being scared is they freeze up and dont respond, instead of responding to you to get out of there they stand there and prance around, there have been numerous times i come across a snake and the horse would barely move. Wolves and bears are worse then snakes, and alligators/crocodiles put serious fear into the horses. Now i can understand being scared of these creatures, but we need to fix the logic here that prevents the horse from not responding to the player. Idk how many times i've been thrown off my horse, or have run but the horse is so scared its hard to control their direction you want to go. I had a bear show up within an area where i was at, the bear started chasing me and i was able to run on the horse however the horse being scared became hard to steer or direct and in a couple of cases we ended up running into a tree, or off a ledge. I can understand some aspects of the horse's behavior being realistic, not wanting to move forward, but seriously a snake!? The horse would rather stand there and prance then move, how about wolves, when i see a pack of wolves and they decide to come at me, the horse in this game dont have a reason to be scared because he wont be taken down and bitten or torn to pieces like the player can. So in if we can make the horse either not be as afraid, or just respond more or better to the player then at least we could have a less frustrating time with the horse when it comes across these predators and give back the player the control.
  15. Hello, This is for those survivalists whom like to roam the open world of RDR2, explore, camp, and do whatever you want outside the story. One of my pet peeves with this game is that Rockstar likes to hold the character's hand and make sure the player has and gets everything he needs, heres what i mean. ========= Ever smoke a few cigarettes and then go to your inventory and somehow magically you have a brand new pack without you having to pick one up, or buy any? Ever run out of bullets for one of your weapons, and somehow one of the bandits you killed after you looting him just somehow happens to have some for your gun. Ever be out of some canned food, and you go to a campsite or a house or some place and magically it just happens to have exactly what your out of. How about when you go sell stuff to make money, like i dont drink any alcohol in the game, but i still pick them up when i find them so i can sell them, problem is even if i sell them at say The general store in Valentine or another store, or even Van Horst trader, somehow when i go to y inventory theres still some there. Last notes This was something i had pm'd @crossed99 about on the Nexus this past summer, just quoting parts here: As i play, lets say i killed a bunch of bandits (using your mods btw) the one where bandits spawn in mass in various areas, so i killed all of them by the chapel by Armadillo there, i had to clean my gun, so i used some gun oil, two in fact as i needed to clean 2 guns. What i hate is the fact that you used something, and the world whether you loot a house or a dead body decides to refill what you used, wtf. So my question is, is it possible to disable it so that the game doesn't know what you used, or at least doesn't give you gun oil when you loot a body because you just happen to be out 1, i go loot a 2nd body and oh guess what, ya i get another gun oil, wtf! Why is that bad? It breaks immersion, i prefer to survive and scrounge or scavenge to survive, as i also use your mod which is my favorite the survival mod, theres got to be a way to disable or stop at least on corpses from "refilling" or giving you what you either just used or used previously. Like my horse got shot and went down, i revived him after i killed the bandits, guess what i acquired? Ya horse reviver, again wtf, stop holding my hand Rockstar! ============ I'd really like to actually need something and not be constantly fed or have it given to me by some magical way. i want to struggle, i want to use my brain and think about what i can do to acquire something, i want to work and earn my level, earn what i got as it makes it more immersive and allows you to enjoy the game more. In my opinion the money you acquire be it robberies, looting, or selling stuff is worth more in its use if you need to buy something that you dont actually have, obviously but not in this game. Unless among the 30+ mods im running is creating a bug where stuff is regenerating in the world and in my inventory then we need a mod to stop this regenerating, or at least allow the player to tweak some things in an ini like only allow world regernation to happen once every so many hours or days, and no regen for the player, ect,.
  16. Stop helping thieves, just tell them to buy the game like everyone else.
  17. Use this instead https://www.nexusmods.com/reddeadredemption2/mods/1215 then you can customize the gun at the gunsmith. Like i did --->
  18. lml_rdr_beta_9 is what worked for me and im not using version.dll You can choose which version of LML you want when you download from the official page https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/ I'm also using v1436.31 scripthook with game version 1436.28
  19. Gunter Severloh commented on LMS's comment on a file in Red Dead Redemption 2 Tools
    Im on same version 😉 What you need to do is use only the dinput8.dll that comes with scripthook dont use the version.dll thats what works for me. Use the scripthook that is ScriptHookRDR2_1.0.1436.31 the dinput8.dll is located in the bin folder.
  20. I know this is a late reply, idk if your still dealing with the issue or have moved on but if you are then see my tutorial https://www.rdr2mods.com/forums/topic/1309-unofficial-troubleshooting-guide-for-non-working-mods/?do=findComment&comment=5806 What mods are you trying to play with and how did you install them, what do they require?
  21. Because the PedDamageOverhaul.asi and PedDamageOverhaul.ini has to be in the main directory of the game which would be here C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
  22. Welcome to RDR2Mods.com Forums! First what are your computer specs, as its best to get an idea if its a hardware issue like lack of, or game settings, or something else. Using any mods, and are you playing in story or online?
  23. What are your computer specs? I never had that error, im running v1436.28 of the game with 34 mods and get 60+fps with everything maxed my only issue ever with the game was it not starting hence why i did a revert. My specs i7-700k 4.20ghz 32gb @3600mhz RTX 2060 12gb 4x500gb SSD 1 TB SSD 1000w psu
  24. Scripthook from what i understand dont need to be updated, i know of others whom are running latest game with mods np, but you cant use mods online anyways if thats what your after. If not, idk what to tell you about fixing your game for the latest version, what i can tell you though and what works, at least for me it has twice now this year is to revert your game to a previous version which would be v1436.28 how to do that: https://www.rdr2mods.com/forums/topic/1309-unofficial-troubleshooting-guide-for-non-working-mods/?do=findComment&comment=5806 up to you if you want to revert, my game was working fine prior to the updates, both asi and lml work fine for me so up to you if you want to do that, its one solution, idk of any other way.