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Conversation Holder

Conversation Holder
Level 1-50 Unknown
Faction: Friendly
Reaction: Republic | Empire
Category: Test
SubCategory: Expansion_1
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 1.1.5e
Removed In: 1.2.0
Star Wars Name: Conversation Holder
Other Sites:

Conversation:

  • 736. <Non-dialogue segment.>
    Progresses:
    Progresses:
  • 330. <Non-dialogue segment.>
    Progresses:
    • 331. <Non-dialogue segment.>
      • 210. - Master Jedi. Agent Nabria. Excuse the interruption, but it's urgent. I've got an ID on the Hutt Cartel's military advisor.
        • 212. - His name is Travan Wexel. Formerly Moff Travan Wexel, strategic commander of the Imperial Navy, Esstran sector.
          • 213. <Non-dialogue segment.>
            • 214. - Esstran sector = seat of Empire // Moff Wexel = important to Empire
            • 217. - He took a real demotion there, didn't he?
            • 220. - Guess he got tired of all that fame and fortune.
            • 223. - A deserter. Imperials have no sense of duty.
            • 226. - Wexel...that name is familiar to me.
            • 229. - The Empire has Moff Wexel listed as missing in action. It's safe to say they aren't aware of his new position within the Cartel.
              • 230. Player - The Empire looks even less kindly on traitors than we do.
                • 231. - They also have less of them. Statistically speaking.
              • 234. Player - Why would an Imperial moff want to help the Hutt Cartel?
                • 235. - Only the moff himself can answer that question.
              • 238. Player - Maybe we should send the Empire an anonymous note.
                • 239. - I'll let you suggest that to the Supreme Chancellor.
                  • 241. - Wexel's last command was the fleet orbiting Dromund Kaas during your assault. The Republic barely survived long enough to retreat.
                    • 243. - Supreme Chancellor Saresh left clear instructions on how to proceed. She wants you to eliminate Moff Wexel--by any means necessary.
                      • 244. Player - Jedi seek a peaceful solution first. Moff Wexel might be willing to negotiate, or even surrender.
                        • 245. - The Supreme Chancellor won't. Not even for moff-level security clearances.
                      • 248. Player - Moff Wexel could be giving orders from Nar Shaddaa, for all we know. Any idea where he is?
                      • 250. Player - Ex-Imperial or not, he's aiding the enemy. He'll get no mercy from me or anyone on my crew.
                        • 251. - The Supreme Chancellor will be pleased. Negotiation is not an option for her.
                          • 253. - Historically, Moff Wexel has been a hands-on commander. He's likely somewhere on Makeb, but the Hutts will be keeping him close.
                            • 255. - I've already made a list of potential locations, but it'll take time to narrow it down. According to my sources, you have an ark to secure.
                              • 256. Player - The Hutt Cartel's not letting their lifeboat go without a fight.
                                • 257. - It's Wexel's lifeboat too. Maybe your attack will flush him out.
                              • 260. Player - You always know what I'm doing. It's getting a little creepy.
                                • 261. - It's my job. To know, not to be creepy.
                              • 264. Player - Let me worry about the ark. You work on finding Moff Wexel.
                                • 265. - Yes, Master Jedi.
                                  • 267. - As soon as I have Moff Wexel's location, I'll contact you. Agent Nabria out.
                                    • 268. <Conversation Exit>
      • 271. - Received your upload. Starting analysis now. I'll contact you when I have an ID. Agent Nabria out.
        • 272. <Conversation Exit>
      • 275. - Master Jedi. This is Agent Nabria. You appear to be in a secure location. Is that correct?
        • 276. <Non-dialogue segment.>
          • 277. - T7 + Jedi + any location = secure!
          • 280. - The ground's not moving under our feet right now. Does that count?
          • 283. - Secure location? This entire planet's coming apart at the seams!
          • 286. - No hostiles within range. Last tremor must have scared them off.
          • 289. - An impossible question. This planet's days are numbered.
          • 293. Player - As secure as I can be. Makeb's growing more unstable by the minute.
            • 294. - I apologize. The SIS was aware of Makeb's groundquakes, but we didn't realize the implications. We should have seen the disaster coming.
              • 295. Player - Shalim hid the truth from us all. Even a Jedi couldn't sense what was going on here.
                • 296. - It's my job to know what's going on. It won't happen again.
              • 299. Player - What's important now is saving the people of Makeb. Is there something you need?
              • 301. Player - I don't want any more surprises. Get your act together or find me an agent who will.
                • 302. - Yes, Master Jedi.
                  • 304. - I've got a lead on the Hutt Cartel's military advisor. I know it's an individual now--these strategies are too distinctive for a group.
                    • 306. - The advisor's sending our new orders in response to your arrival. There's got to be something in them that will give him away.
                      • 307. Player - Sounds like we need to get access to these orders. How can I help?
                      • 309. Player - The SIS must have a hundred ways to eavesdrop on the enemy.
                        • 310. - By the time we decrypted them, Makeb would be an asteroid field. We need copies in Basic.
                      • 313. Player - The Hutts are tearing Makeb apart. I don't have time for advisors.
                        • 314. - With respect, Master Jedi, we have to make time. Before the Hutts start eying other worlds.
                          • 316. - All military communications are routed through the central security station in Talaos City. My sources say you're already headed there.
                            • 318. - The station will be heavily guarded, like the rest of the city. But if you can get me their comm logs, I can get you the advisor's name.
                              • 319. Player - I'll get inside, find the comm logs, and upload them directly to you.
                              • 321. Player - Say we do get this advisor's name. Where do we go from there?
                                • 322. - Find him. Neutralize him. In that order.
                              • 325. Player - I'm neglecting a lot of suffering people to go on your little detour.
                                • 326. - I won't let you down, Master Jedi.
                                  • 328. - I'll be standing by for your upload. Agent Nabria out.
                                    • 329. <Conversation Exit>
    • 332. <Non-dialogue segment.>
      • 335. - Whoever this is, you are dead! How dare you violate my vault? Do you know who I am?
        • 336. Player - Thought you'd appreciate a personalized autograph--one you didn't have to buy at auction.
        • 338. Player - Barabbula! I've been trying to say hello, but I couldn't get your holofrequency. Sorry about the vault. How are things?
        • 340. Player - You know all about me--and you never bothered to introduce yourself. That's just plain rude.
          • 341. - You! I... I forgive your breaking and entering. I had no idea you were on Makeb. This is... highly pleasing.
            • 343. - Told you it would work. Don't worry, he can't hear us. Your holo modification lets me listen and advise without him knowing.
              • 344. Player - That doesn't explain how you knew we were talking. Are you violating my privacy? What else have you been hearing?
                • 345. - Your holo contacted me when it recognized Barrabula's voice pattern.
              • 348. Player - You mean I get to have you whispering in my ear for the rest of this mission? Outstanding.
              • 355. Player - Neat. Saves me having to visit the refresher every time I need a consult.
                • 356. - We'll have to be quick so he doesn't suspect anything.
              • 359. Player - Save it, doc--and stay off my frequency.
                • 360. - I'm under orders. Work with me.
                  • 362. - Keep Barabbula talking. Flatter him. Find a way to meet in person.
                    • 364. - Captain, are you still there? Your transmission is breaking up.
                      • 365. Player - Holos are so impersonal--not to mention unreliable. Any chance you're free for lunch?
                      • 369. Player - The Cartel's jamming communications everywhere. We're lucky to be talking at all.
                      • 373. Player - Some idiot tried to kill me. Don't worry, he's dead.
                        • 374. - I hope it wasn't one of our idiot mercenaries. I would be deeply embarrassed.
                          • 376. - Your timing is unfortunate. This planet is wracked by disasters, and now we're invaded by both Republic and Imperial forces. It's chaos!
                            • 378. - Forgive me, but knowing your history... are you here in service to the Republic?
                              • 379. Player - Do I need a reason besides visiting the Hutt who made me his haku'powa?
                              • 383. Player - Heard there were opportunities on Makeb. Thought my biggest fan could hook me up.
                              • 387. Player - If you're a real fan, you know I don't answer nosy questions.
                                • 388. - No offense intended--truly.
                                  • 390. - Ach! Toborro is always interrupting with new demands. If he wasn't my brother... I must go, Captain--but I will contact you again soon!
                                    • 392. - Good work--he's hooked. The SIS has a file on this brother. I'll contact you when I learn something useful. Stay safe until then.
                                      • 393. Player - Take your time, doc. I'm off to steal a really big starship.
                                      • 395. Player - I approve of your concern for my well-being. Don't be a stranger.
                                      • 397. Player - I don't know about "safe," but I'll stay alive. Over and out.
                                      • 399. Player - How did I ever survive without your brilliant advice?
                                        • 401. <Conversation Exit>
      • 418. - Captain, are you there? It's Doctor Avan. How are things on Makeb?
        • 419. Player - Good news? I'm fine. Bad news? The Hutts are redecorating Makeb into a flaming asteroid field.
          • 421. Player - Long story short, this planet's doomed. Thoughts? Opinions? Random comments?
            • 422. - Our mission hasn't changed. The Cartel must be stopped.
        • 425. Player - The planet's falling to pieces, but things just brightened up. I've missed you, sweetheart.
        • 429. Player - Not a great place for life expectancy or leisurely chats.
        • 433. Player - You seem vaguely familiar. Refresh my memory.
          • 434. - Xenopsychology expert on Hutts. We spoke aboard your ship.
            • 435. Player - Right. You're my assistant, or whatever. Go ahead.
              • 436. - The SIS found a solid lead: Hutt underboss named Barabbula. Psych profile indicates superiority complex, narcissism and transgressive tendencies. Standard species neuroses.
                • 438. - But a search of the galactic auction network shows Barabbula has bid heavily on all collectible items associated with you.
                  • 439. Player - People are making money off my reputation, and I'm not getting a percentage? That's piracy!
                    • 440. - If it makes you feel better, most items are counterfeits....
                  • 443. Player - You getting outbid, sweetheart? I'll give you a keepsake free of charge.
                  • 447. Player - I hear Hutt men have a thing for humanoid females. Sounds like I have a fan.
                    • 448. - Hutts only possess one biological gender--and this isn't infatuation.
                  • 451. Player - Great. He's a fan. How does this help us kick the Hutts off Makeb?
                    • 452. - Barabbula is more than a "fan."
                      • 454. - Hutts are known to develop powerful fixations--what they call "haku'powa." It means "strange lure" in Basic. You're Barabbula's haku'powa. We can exploit that.
                        • 455. Player - I always knew fame would make me rich. Who needs the Challon Run when I can sell my autograph to crazy Hutts?
                          • 456. - Autographs aren't enough. This requires a personal touch.
                        • 459. Player - Do you mean this Hutt has a crush on me? Just saying those words makes me want to get deloused.
                          • 460. - It isn't like that. Haku'powas are respected and admired.
                        • 463. Player - Skip the lecture, Doctor Windbag. How do I get at this Hutt?
                          • 464. - We don't have Barabbula's personal holofrequency, but you're headed to Talaos City. That's under Hutt control. Stand by....
                            • 466. - Interesting. Barabbula has a private vault there. If you breached it--and left a calling card--it'd get his attention.
                              • 467. Player - I see where you're going. Barrabula's my ticket to the Cartel if I dazzle him with personal attention.
                                • 468. - Without being crude. Hutts appreciate elegance.
                                  • 469. <Non-dialogue segment.>
                              • 472. Player - The last thing Hutts like is people breaking into their vaults. I've got enough prices on my head.
                                • 473. - You're Barabbula's haku'powa. He'll be flattered.
                                  • 474. <Non-dialogue segment.>
                              • 477. Player - I'm sure Barabbula won't mind if his personal hero borrows a few things while I'm in his vault.
                                • 478. - The goal is not to antagonize. We need him to like you.
                                  • 479. <Non-dialogue segment.>
                                    • 480. - Barabbula is the weakest link in the Cartel's chain. We have to find him before Makeb is destroyed.
                                    • 483. - Barabbula is the weakest link in the Cartel's chain. We won't get a better shot at the Hutts.
                                      • 485. - I'm transmitting the vault's coordinates. Get inside. Leave Barabbula your holo-frequency. I'll be in touch.
                                        • 486. <Conversation Exit>
    • 415. <Non-dialogue segment.>
      • 548. - Hey Major, Zylo again, just wanted to catch you in a safe spot.
        • 550. - We can barely believe what we're seeing up here--mercenaries running amok, Hutts tearing a whole planet apart and leaving everyone to die... what's your take on all this?
          • 551. Player - Never thought the Cartel could do so much damage. I just hope we're not too late to help these people.
          • 553. Player - Every slug I find is getting a hole in the head. Period.
          • 555. Player - What is this, an interview? I don't have time for this.
            • 556. - Come on, I need some more reaction footage, or the audience won't be able to connect on a personal level.
              • 558. - How about this new plan, grabbing the "Failsafe" and flying everyone out... what do you think? Can it work?
                • 559. Player - A full evac is our only chance, so we're going to make it happen.
                • 561. Player - The odds don't look good, but it's the last option we have.
                  • 562. - Okay, great, that was good stuff--thanks for taking some time out for us.
                    • 564. - The shot with the Republic banner came out perfectly, by the way. Bet we use it in all our promos--you're a natural!
                      • 566. - I'll keep in touch if we need anything else. Keep up the good show!
                • 568. Player - Go bother someone else.
                  • 570. <Conversation Exit>
      • 502. - Hey there! So sorry to interrupt, don't want to get in your way, you know, but I'm having a bit of think-time here....
        • 504. - See, we've got lots of footage of fighting and shooting and whatnot, so we could really use something a bit more... inspirational, you know?
          • 505. Player - My next objective is the capital, Talaos City. Maybe we could do something with that?
          • 507. Player - I thought you were a war journalist. Is this really a surprise to you?
            • 508. - Not even a little--that's my point. Same thing, on and on. The audience will want more.
          • 511. Player - I don't really care what you want, Zylo. I have a job to do down here.
            • 512. - Come on, you know I'm just doing my job, too--and helping me with my job is part of your job, remember?
              • 514. - Please, don't make me dig out the recording of Saresh explaining how important this publicity initiative is, how you should accommodate all requests, blah, blah....
                • 515. Player - Apologies--I'm not used to working like this.
                  • 516. - Already forgotten. So you're stubborn--that's a good thing to be in your line. Pushovers can't really do the work you do.
                • 519. Player - You actually have a holorecording of the Chancellor's orders?
                  • 520. - I record everything.
                • 523. Player - I can't believe I have to put up with this.
                  • 524. - Yeah, compared to getting shot at, this is a real chore.
                    • 526. - Let's see... your next stop is Talaos City, what can we do with that... something big, bold....
                      • 528. - Oh! Of course, the banner! You charge into the middle of town and project the Republic banner for everyone to see--show the whole galaxy whose planet this is!
                        • 529. Player - I'll be sure you get a great shot, Zylo.
                        • 531. Player - As long as it doesn't jeopardize the op, I'll make it happen.
                          • 532. - That's why you're the best!
                        • 535. Player - This is a hit-and-fade attack--we're not capturing the city. It's a waste of time.
                          • 536. - You won't be wasting time! You'll be inspiring millions with your heroic victory over the Hutts!
                            • 538. - I'll get in touch afterward, once the smoke's settled. Be sure the holo gets your good side!
                              • 539. <Conversation Exit>
    • 575. <Non-dialogue segment.>
      • 641. Player - Lise, I encountered these Red Star Irregulars. The Hutts didn't just buy the local mercenaries; they've hired powerful Force-sensitives as well.
        • 642. - And you escaped unscathed? ...Not that I doubted you would, Master.
          • 643. <Non-dialogue segment.>
            • 644. - Good. Herald's prowess is not for doubting.
            • 647. - Absolutely. Wasn't close at all.
            • 650. - Convincing.
            • 653. - Force-sensitive mercenaries. This explains the Hutts' military success.
              • 654. Player - A horde of powerful Force-sensitives doesn't just arise from nowhere. One of the mercenaries mentioned the name "Thash".
                • 655. - Yes, a man named Kaven Thash came up in my investigations.
              • 658. Player - I fought several of these Irregulars. They're strong in the Force, and someone's trained them well.
              • 660. Player - If Force-sensitive mercenaries are on the market, anyone with enough credits could buy an unstoppable army.
                • 661. - My inquiries did turn up a name. A man formerly of the Outer Rim, called Kaven Thash.
                  • 663. - He survived life as a gladiator, through luck--or perhaps more than luck. He approached Force-sensitives as potential mercenary recruits.
                    • 665. - I understand Kaven Thash's gladiatorial nickname was "the Red Star".
                      • 666. Player - With Thash and these Red Star Irregulars on their side, the Hutts have a stranglehold on Makeb. I need to take that advantage away.
                      • 668. Player - If Kaven Thash is strong in the Force, that would explain his success in the arena, and perhaps how he got so many followers.
                        • 669. - That kind of power can take you to strange places.
                        • 672. - Thash and these Red Star Irregulars make the Hutts incredibly dangerous.
                          • 674. - But the Irregulars' strength in the Force... that's a rare quality.
                      • 678. Player - Fascinating, but those mercenaries are still running loose; I need them out of the Hutts' employ, one way or another.
                        • 679. - As you say. But, the strength of Force-sensitivity these Irregulars display... That is very rare.
                          • 680. Player - These mercenaries never had the opportunity to become Jedi. I want to give them the chance for a better life.
                            • 681. - A life of contemplation will be irresistible to hardened mercenaries, I'm sure.
                            • 684. - Jedi discipline won't come easy, not to someone who's only ever fought for a paycheck.
                              • 686. - That aside, Master, do you intend to open a dialogue with Kaven Thash?
                            • 690. - Then you intend to negotiate with Kaven Thash?
                              • 691. Player - Thash has to see that joining the Jedi is the best path--for himself, and the future of his mercenaries.
                          • 695. Player - You have experience handling Force-sensitives outside the norm, what would you do?
                            • 696. - As a Sene Seeker? I... These mercenaries are not corrupted, but... they're violent, and may not want our guidance.
                          • 699. Player - If the Red Star Irregulars aren't defeated now, we'll see more havoc, more conquest in the name of the Hutts. I will not allow it.
                            • 700. - But they don't know any better. No one ever showed them another way.
                            • 703. - Do you intend to face Kaven Thash, Master?
                              • 704. Player - I think my skills are equal to handling an ex-gladiator. Hopefully, without Thash the Irregulars will fall apart.
                              • 706. Player - My mission for the Supreme Chancellor has become more... complicated. I must attend to that before I deal with Thash.
                              • 708. Player - This planet's falling apart; Kaven Thash could be hiding anywhere.
                                • 709. - I hear he isn't the hiding type, especially when challenged.
                                  • 711. - Your persistent survival, and the fate of his men, will surely draw Kaven Thash's attention. If he emerges, I'll contact you immediately.
                                    • 713. - I'll let you return to your mission for the Chancellor, Master. Peace go with you.
                                      • 714. <Conversation Exit>
      • 576. - Peace to you, Master. Or as much peace as you can find. I have an update.
        • 578. - I've intercepted a coded Hutt transmission. It may lead us to the Force-sensitives involved in this... Hutt power play.
          • 579. Player - The Hutts aren't the only problem here. Their mining processes are causing Makeb itself to break apart.
            • 580. - A... whole world? The Hutts must be stopped. Must!
          • 583. Player - The Hutts have a stranglehold on this planet, I'll take anything that might break it.
          • 585. Player - There's been a cover-up on Makeb. Our "ally", Shalim Avesta, failed to mention that the Hutt mining operations here are destroying the planet.
            • 586. - Destroying the...? I... I see. Actually, that would explain the chatter I've heard.
              • 588. - The Hutt Cartel has sent secret orders, to a group they call the Red Star Irregulars.
                • 590. - These Red Star Irregulars have been ordered to protect a major communications hub in Makeb's capital, using their "unique capabilities".
                  • 591. Player - That's a strange name for Force-sensitives to use. What else is known about them? Anything?
                    • 592. - The name is... familiar. Vaguely. From context, the Hutts must consider them trustworthy, and powerful.
                  • 595. Player - Unique capabilities. Probably a layman's reference to Force abilities. We have them.
                  • 597. Player - You've had ample time to work on this. I expected more from an aide with your supposed skill and experience.
                    • 598. - I cannot control expectations, I can only... I apologize.
                      • 600. - The Hutts also sent these Red Star Irregulars a physical description... of you, Master. It is not flattering.
                        • 601. <Non-dialogue segment.>
                          • 602. - You are Herald in heart. Face is nothing.
                          • 605. - Of course it wasn't. Hutts consider anyone weighing less than a ton to be grotesquely unattractive.
                          • 608. - Now this I've got to hear.
                          • 611. - Hutts really don't want to start this game.
                          • 614. - Lise, I think we can survive the Hutts saying mean things.
                          • 617. - You are also described as a Jedi who's been, quote, sniffing around. The Red Star Irregulars are ordered to eliminate you on sight.
                            • 618. Player - Clearly the Hutts are worried someone will track down their new, Force-sensitive friends. Otherwise, why give that order?
                            • 620. Player - I know my responsibilities, Lise. I'll look into it, but I won't take unnecessary risks.
                            • 622. Player - I've commanded armies. Force-sensitive or not, I doubt a few Hutt lackeys will give me much trouble.
                              • 623. - Obviously the Hutts believe you're getting too close, Master.
                                • 625. - The communications hub the Red Star Irregulars are guarding is called the Crossroads. The Irregulars will have prepared for your arrival.
                                  • 627. - But, uncovering truths and angering Hutts? An endeavor worthy of your skills, I think. Good luck, Master.
                                    • 628. <Conversation Exit>
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