public static bool RandomizePackageActorsInConversation(IMEPackage package, RandomizationOption option)
        {
            var conversationStartExports = package.Exports.Where(CanRandomizeSeqActStartConvo).ToList();

            if (!conversationStartExports.Any())
            {
                return(false);
            }

            MERPackageCache localCache = new MERPackageCache();

            foreach (var convStart in conversationStartExports)
            {
                //if (convStart.UIndex < 13638)
                //    continue;
                if (!CanRandomizeConversationStart(convStart))
                {
                    continue;
                }
                var bioConvImportProp = convStart.GetProperty <ObjectProperty>("Conv");
                if (bioConvImportProp == null)
                {
                    continue; // Some conversation starts are just filler stubs and are missing data like Nor_340a/bZaeed
                }
                var           bioConvImport = bioConvImportProp.ResolveToEntry(package) as ImportEntry;
                List <string> inputTags     = new();

                // Shuffle the inputs to the conversation. We will store these and then have to update the Owner and Player tags
                // I think......
                var seqLinks = SeqTools.GetVariableLinksOfNode(convStart);

                // Dictionary of linked nodes, and var links that point to them.
                List <ExportEntry>          shufflableNodes = new List <ExportEntry>();
                List <SeqTools.VarLinkInfo> applicableLinks = new();
                ExportEntry ownerEntry      = null;
                ExportEntry playerEntry     = null;
                var         sequenceObjects = SeqTools.GetAllSequenceElements(convStart).OfType <ExportEntry>().ToList();
                foreach (var varilink in seqLinks)
                {
                    if (CanLinkBeRandomized(varilink, out _))
                    {
                        var connectedItem = varilink.LinkedNodes[0] as ExportEntry;
                        if (!shufflableNodes.Contains(connectedItem))
                        {
                            // Check to make sure node has a value
                            if (connectedItem.ClassName == "SeqVar_Object")
                            {
                                var objValue = connectedItem.GetProperty <ObjectProperty>("ObjValue");
                                if (objValue == null && !MERSeqTools.IsAssignedBioPawn(convStart, connectedItem, sequenceObjects))
                                {
                                    continue; // This is not a shufflable node, it is never assigned anything
                                }
                            }

                            shufflableNodes.Add(connectedItem);
                        }

                        if (varilink.LinkedNodes[0].ClassName == "SeqVar_Player")
                        {
                            playerEntry = varilink.LinkedNodes[0] as ExportEntry;
                        }
                        else if (varilink.LinkDesc == "Owner")
                        {
                            ownerEntry = varilink.LinkedNodes[0] as ExportEntry;
                        }

                        applicableLinks.Add(varilink);
                    }
                }

                if (shufflableNodes.Count <= 1)
                {
                    continue; // We cannot edit this one
                }
                if (shufflableNodes.Count == 2 && playerEntry != null && ownerEntry != null)
                {
                    continue; // We can't swap owner and player due to hardcoded owner and player tags
                }
                // Build shuffle map
                bool retry = true;
                Dictionary <int, int> shuffleMap = null;
                while (retry)
                {
                    shuffleMap = new Dictionary <int, int>();
                    var reAssigned = shufflableNodes.ToList();
                    reAssigned.Shuffle();

                    for (int i = 0; i < shufflableNodes.Count; i++)
                    {
                        var sourceEntry = shufflableNodes[i];
                        var remapEntry  = reAssigned.PullFirstItem();

                        int retryCount = reAssigned.Count;
                        while (retryCount > 0 && (sourceEntry == remapEntry || (ownerEntry == sourceEntry && remapEntry == ownerEntry)))
                        {
                            reAssigned.Add(remapEntry);
                            sourceEntry = reAssigned.PullFirstItem();
                            retryCount--;
                        }

                        if (sourceEntry == ownerEntry && remapEntry == playerEntry)
                        {
                            // Cannot set player to owner
                            break; // We must force a retry
                        }

                        shuffleMap[sourceEntry.UIndex] = remapEntry.UIndex;
                    }

                    if (shuffleMap.Count != shufflableNodes.Count)
                    {
                        continue; // Try again
                    }
                    // We did it
                    retry = false;
                }

                // Apply the shuffle map
                Dictionary <NameReference, ActorLookup> findActorMap = new();

                foreach (var varilink in applicableLinks)
                {
                    var repointedItem = shuffleMap[varilink.LinkedNodes[0].UIndex];
                    //if (varilink.LinkedNodes[0] == playerEntry || repointedItem == playerEntry.UIndex)
                    //{
                    // Build FindActor mapping for player
                    // it should be:
                    // Player -> [Some actor, like Pup1_1]
                    // Pup1_1 -> Player
                    // When parsing the interpdatas, change the findactor's
                    // by this methodology
                    BuildActorMap(findActorMap, varilink, repointedItem);
                    //}

                    // Actor map for updating the bioconversation

                    //Debug.WriteLine($"Shuffle actor on varilink in convo: {varilink.LinkedNodes[0].ObjectName.Instanced} => {package.GetUExport(repointedItem).ObjectName.Instanced}");
                    varilink.LinkedNodes[0] = package.GetUExport(repointedItem);
                }

                //SeqTools.PrintVarLinkInfo(seqLinks);

                // Write the updated links out.
                SeqTools.WriteVariableLinksToNode(convStart, seqLinks);



                // Update the localizations
                foreach (var loc in Localizations)
                {
                    var bioConversation = EntryImporter.ResolveImport(bioConvImport, MERFileSystem.GetGlobalCache(), localCache, loc);
                    var conv            = new ConversationExtended(bioConversation);
                    conv.LoadConversation(null, true);

                    // Step 1. Update tags via map
                    var allConvEntries = conv.ReplyList.ToList();
                    allConvEntries.AddRange(conv.EntryList);
                    foreach (var convNode in allConvEntries)
                    {
                        // Update speaker
                        if (convNode.IsReply)
                        {
                            // Player. We can't do anything (or can we?)
                        }
                        else
                        {
                            // Non-player node. We can change the tag
                            var speakerTag = convNode.SpeakerTag;

                            // Even though it is dictionary, since it is NameRef, it is considered case sensitive. We have to use case insensitive check
                            var newName = findActorMap.FirstOrDefault(x => x.Key.Instanced.Equals(speakerTag.SpeakerName, StringComparison.InvariantCultureIgnoreCase)).Value;
                            if (newName != null && newName.FindActor.Name != null)
                            {
                                var newTagIdx = conv.Speakers.FirstOrDefault(x => x.SpeakerName.Equals(newName.FindActor.Instanced, StringComparison.InvariantCultureIgnoreCase));
                                if (newTagIdx != null)
                                {
                                    convNode.SpeakerIndex = newTagIdx.SpeakerID;
                                }
                                else
                                {
                                    var newSpeaker = new SpeakerExtended(conv.Speakers.Count - 3, new NameReference(newName.FindActor.Name.ToLower(), newName.FindActor.Number));
                                    newSpeaker.FaceFX_Male   = speakerTag.FaceFX_Male;
                                    newSpeaker.FaceFX_Female = speakerTag.FaceFX_Male;

                                    conv.Speakers.Add(newSpeaker);
                                    convNode.SpeakerIndex = newSpeaker.SpeakerID;
                                    //Debugger.Break();
                                }
                            }
                            else
                            {
                                //Debugger.Break();
                            }
                        }



                        // Update interpolation data
                        if (convNode.Interpdata == null)
                        {
                            continue;
                        }
                        var interpData = convNode.Interpdata;

                        InterpData id    = new InterpData(interpData);
                        var        convo = id.InterpGroups.FirstOrDefault(x => x.GroupName == "Conversation");
                        if (convo != null)
                        {
                            foreach (var it in convo.Tracks)
                            {
                                var props     = it.Export.GetProperties();
                                var findActor = props.GetProp <NameProperty>("m_nmFindActor");
                                if (findActor != null && findActor.Value.Name != "Owner" && findActorMap.TryGetValue(findActor.Value, out var newInfo) && newInfo.FindActor.Name != null)
                                {
                                    //Debug.WriteLine($"Updating find actor info: {findActor.Value.Instanced} -> {newInfo.FindActor.Instanced}");
                                    findActor.Value = newInfo.FindActor;
                                    if (newInfo.FindMode != null)
                                    {
                                        props.AddOrReplaceProp(new EnumProperty(newInfo.FindMode.ToString(), "EActorTrackFindActorMode", MERFileSystem.Game, "m_eFindActorMode"));
                                    }
                                    else
                                    {
                                        props.RemoveNamedProperty("m_eFindActorMode");
                                    }
                                }

                                var lookAtKeys = props.GetProp <ArrayProperty <StructProperty> >("m_aLookAtKeys");
                                if (lookAtKeys != null)
                                {
                                    foreach (var lookAtS in lookAtKeys)
                                    {
                                        var lookAt = lookAtS.GetProp <NameProperty>("nmFindActor");

                                        if (lookAt.Value.Name != "Owner" && findActorMap.TryGetValue(lookAt.Value, out var newInfoLA) && newInfoLA.FindActor.Name != null)
                                        {
                                            //Debug.WriteLine($"Updating lookat find actor info: {lookAt.Value.Instanced} -> {newInfoLA.FindActor.Instanced}");
                                            if (newInfoLA.FindActor.Name == null)
                                            {
                                                Debugger.Break();
                                            }
                                            lookAt.Value = newInfoLA.FindActor;
                                            var lookatFindMode = newInfoLA.FindMode?.ToString();
                                            lookatFindMode ??= "ActorTrack_FindActorByTag"; // if it's null, set it to the default. As this is struct, the property must exist
                                            lookAtS.Properties.AddOrReplaceProp(new EnumProperty(lookatFindMode, "EActorTrackFindActorMode", MERFileSystem.Game, "eFindActorMode"));
                                        }
                                    }
                                }

                                it.Export.WriteProperties(props);

                                //if (IsAllowedFindActor(findActor))
                                //{
                                //    if (actorsToFind.All(x => x.FindActor.Instanced != findActor.Value.Instanced))
                                //    {

                                //        ActorLookup al = new ActorLookup() { FindActor = findActor.Value };
                                //        var lookupType = it.Export.GetProperty<EnumProperty>("m_eFindActorMode");
                                //        if (lookupType != null && Enum.TryParse<EActorTrackFindActorMode>(lookupType.Value.Name, out var result))
                                //        {
                                //            al.FindMode = result;
                                //        }

                                //        actorsToFind.Add(al);
                                //    }

                                //    // add track
                                //    tracksToUpdate.Add(it);
                                //}
                            }
                        }
                    }
                    conv.SerializeNodes(); // Write the updated info back
                    MERFileSystem.SavePackage(bioConversation.FileRef);
                }
            }

            //// Step 2. Build the remapping
            //if (actorsToFind.Count <= 1)
            //    return false; // Nothing to randomize

            //// Instanced name to NameReference
            //Dictionary<string, ActorLookup> actorRemap = new Dictionary<string, ActorLookup>();
            //var shuffledActors = actorsToFind.ToList();
            //var unshuffledActors = actorsToFind.Select(x => x.FindActor.Instanced).ToList();
            //shuffledActors.Shuffle();

            //Debug.WriteLine("");
            //while (shuffledActors.Count > 0)
            //{
            //    var sourceItem = unshuffledActors.PullFirstItem();
            //    var remappedItem = shuffledActors.PullFirstItem();
            //    actorRemap[sourceItem] = remappedItem;
            //    Debug.WriteLine($"Remapping actor: {sourceItem} => {remappedItem.FindActor.Instanced}");
            //}

            //// Step 3. Update all tracks with new remap
            //foreach (var track in tracksToUpdate)
            //{
            //    var props = track.Export.GetProperties();
            //    var findActor = props.GetProp<NameProperty>("m_nmFindActor");
            //    if (IsAllowedFindActor(findActor))
            //    {
            //        if (actorRemap[findActor.Value.Instanced].FindMode != null)
            //        {
            //            props.AddOrReplaceProp(new EnumProperty(actorRemap[findActor.Value.Instanced].FindMode.ToString(), "EActorTrackFindActorMode", MERFileSystem.Game, "m_eFindActorMode"));
            //        }
            //        else
            //        {
            //            props.RemoveNamedProperty("m_eFindActorNode");
            //        }
            //        findActor.Value = actorRemap[findActor.Value.Instanced].FindActor;
            //        track.Export.WriteProperties(props);
            //    }
            //}


            return(true);
        }
        public static bool ShuffleCutscenePawns2(ExportEntry export, RandomizationOption option)
        {
            if (!CanRandomize(export, out var cutsceneName))
            {
                return(false);
            }
            if (acceptableTagsForPawnShuffling == null)
            {
                LoadAsset();
            }
            var variableLinks = SeqTools.GetVariableLinksOfNode(export);

            // Entries that can be shuffled.
            // This list must not to have items removed!
            List <ExportEntry> pawnsToShuffleDirectAttached = new List <ExportEntry>();
            List <ExportEntry> pawnsToShuffleDynamicSet     = new List <ExportEntry>();

            var sequenceElements = SeqTools.GetAllSequenceElements(export).OfType <ExportEntry>().ToList();;

            foreach (var vl in variableLinks)
            {
                if (!BlackListedLinkDesc(vl) && (vl.ExpectedTypeName == "SeqVar_Object" || vl.ExpectedTypeName == "SeqVar_Player" || vl.ExpectedTypeName == "BioSeqVar_ObjectFindByTag"))
                {
                    // It's a canidate for randomization

                    // Some ObjectFindByTag have an attached ObjValue for some reason.
                    // It's findobjectbytag but in same file
                    // some leftover development thing
                    foreach (var variableLinkNode in vl.LinkedNodes.OfType <ExportEntry>())
                    {
                        bool addedToShuffler = false;
                        if (variableLinkNode.GetProperty <ObjectProperty>("ObjValue")?.ResolveToEntry(export.FileRef) is ExportEntry linkedObjectEntry)
                        {
                            // It's a SeqVar_Object with a linked param
                            if (linkedObjectEntry.IsA("BioPawn"))
                            {
                                // This might be leftover from ME1
                                var flyingpawn = linkedObjectEntry.GetProperty <BoolProperty>("bCanFly")?.Value;
                                if (flyingpawn == null || flyingpawn == false)
                                {
                                    pawnsToShuffleDirectAttached.Add(variableLinkNode); //can be shuffled. This is a var link so it must be added
                                    addedToShuffler = true;
                                }
                            }
                        }
                        // It's not a directly set object
                        // WORK ON CODE BELOW
                        else if (vl.ExpectedTypeName == "SeqVar_Object" && !addedToShuffler)
                        {
                            // Find what assigns
                            if (MERSeqTools.IsAssignedBioPawn(export, variableLinkNode, sequenceElements))
                            {
                                pawnsToShuffleDirectAttached.Add(variableLinkNode);
                                addedToShuffler = true;
                            }
                        }



                        if (!addedToShuffler)
                        {
                            // Check if is SeqVar_Player. We can always shuffle this one
                            string className = variableLinkNode.ClassName;
                            if (className == "SeqVar_Player")
                            {
                                variableLinkNode.WriteProperty(new BoolProperty(true, "bReturnsPawns")); // This is in ME1R, not sure it's needed, but let's just make sure it's true
                                pawnsToShuffleDirectAttached.Add(variableLinkNode);                      //pointer to this node
                            }
                            else if (className == "BioSeqVar_ObjectFindByTag")
                            {
                                var tagToFind = variableLinkNode.GetProperty <StrProperty>("m_sObjectTagToFind")?.Value;
                                //if (tagToFind == "hench_pilot")
                                //    Debugger.Break();
                                if (tagToFind != null && acceptableTagsForPawnShuffling.Contains(tagToFind))
                                {
                                    pawnsToShuffleDynamicSet.Add(variableLinkNode); //pointer to this node
                                }
                                else
                                {
                                    //Debug.WriteLine($"Cannot shuffle tag: {tagToFind}");
                                }
                            }
                        }
                    }
                }
            }

            var pawnsToShuffle = pawnsToShuffleDirectAttached;

            // If it's a dynamic object we only want to add it if it's not already attached somewhere else
            // This can occur if the value to set is also the value used directly
            foreach (var dp in pawnsToShuffleDynamicSet)
            {
                //if (!pawnsToShuffle.Contains(dp))
                //{
                pawnsToShuffle.Add(dp);
                //}
            }

            if (pawnsToShuffle.Count > 1)
            {
                // Now we have a list of all exports that can be shuffled
                var shufflerList = pawnsToShuffle.ToList();
                shufflerList.Shuffle();

                // Now we go through the list of var links and look if the linked node is in the list of pawnsToShuffle.
                // If it is we pull one off the shufflerList and replace the value with that one instead

                foreach (var vl in variableLinks)
                {
                    for (int i = 0; i < vl.LinkedNodes.Count; i++)
                    {
                        var existingItem = vl.LinkedNodes[i];
                        if (pawnsToShuffle.Contains(existingItem))
                        {
                            var newItem = shufflerList.PullFirstItem();

                            if (newItem == existingItem)
                            {
                                var prepickCount = shufflerList.Count;
                                newItem = AttemptRepick(shufflerList, newItem, 4, pawnsToShuffle);
                                var postpickCount = shufflerList.Count;
                                if (prepickCount != postpickCount)
                                {
                                    // Should not be any count change as we already drew an item
                                    Debugger.Break();
                                }
                            }

                            vl.LinkedNodes[i] = newItem;
                        }
                    }
                }

                // The linked nodes are now randomized
                // Write out the values

                if (shufflerList.Count != 0)
                {
                    // This can occur in sequences that have weird duplicates
                    //Debugger.Break();
                }

                SeqTools.WriteVariableLinksToNode(export, variableLinks);
                Debug.WriteLine($"Randomized {pawnsToShuffle.Count} links in animcutscene in {cutsceneName}, file {Path.GetFileName(export.FileRef.FilePath)}");
                return(true);
            }

            return(false);
        }