public static void BuildStartupPackage()
        {
            var weaponAnims = MEPackageHandler.OpenMEPackage(@"C:\Users\mgame\source\repos\ME2Randomizer\ME2Randomizer\staticfiles\binary\WeaponAnims.pcc");
            var existingSUF = MEPackageHandler.OpenMEPackage(@"B:\SteamLibrary\steamapps\common\Mass Effect 2\BioGame\DLC\DLC_PRE_General\CookedPC\Startup_PRE_General_int.pcc");

            var startupFile = @"C:\Users\mgame\source\repos\ME2Randomizer\ME2Randomizer\staticfiles\binary\Startup_DLC_MOD_ME2Randomizer_INT.pcc";

            MEPackageHandler.CreateAndSavePackage(startupFile, MERFileSystem.Game);
            var startupPackage = MEPackageHandler.OpenMEPackage(startupFile);

            var objReferencer = existingSUF.FindExport("ObjectReferencer_0");

            objReferencer.WriteProperty(new ArrayProperty <ObjectProperty>("ReferencedObjects")); // prevent porting other stuff
            var sObjRefencer = EntryImporter.ImportExport(startupPackage, objReferencer, 0, true);

            EntryImporter.ImportAndRelinkEntries(EntryImporter.PortingOption.CloneAllDependencies, weaponAnims.FindExport("WeaponAnimData"), startupPackage, null, true, out _);
            var referencedObjects = new ArrayProperty <ObjectProperty>("ReferencedObjects");

            referencedObjects.AddRange(startupPackage.Exports.Where(x => x.ClassName == "AnimSet").Select(x => new ObjectProperty(x.UIndex)));


            sObjRefencer.WriteProperty(referencedObjects);
            startupPackage.Save(compress: true);
            Debug.WriteLine("Done");
        }