diff --git a/scripts/_00e_nq_bounty01_boardscript.pex b/scripts/_00e_nq_bounty01_boardscript.pex index f00648f61..5c6280fb4 100644 Binary files a/scripts/_00e_nq_bounty01_boardscript.pex and b/scripts/_00e_nq_bounty01_boardscript.pex differ diff --git a/source/scripts/_00e_nq_bounty01_boardscript.psc b/source/scripts/_00e_nq_bounty01_boardscript.psc index a1bcf73c2..00e2cd882 100644 --- a/source/scripts/_00e_nq_bounty01_boardscript.psc +++ b/source/scripts/_00e_nq_bounty01_boardscript.psc @@ -30,6 +30,7 @@ Event OnActivate (ObjectReference akActionRef) M_one (_00E_NQ_Bounty_mainMenu_mb) elseif ( BountyScript._00E_NQ_Bounty01_Status == 10) _00E_NQ_Bounty_noMissions_mb.Show() + GotoState("") return ElseIf ( BountyScript._00E_NQ_Bounty01_Status == 2) ;APPEARS WHEN TARGET IS KILLED - REWARD BLOCK @@ -65,7 +66,12 @@ EndEvent State TurnOffActivate Event OnActivate(ObjectReference akActionRef) - ; Do nothing + ; 2.1.4 Eddoursul: If player activated the board after the last mission, the script was sent to this state forever. + ; Fixed to show the _00E_NQ_Bounty_noMissions_mb message every time. + if BountyScript._00E_NQ_Bounty01_Status == 10 + _00E_NQ_Bounty_noMissions_mb.Show() + GotoState("") + endif endEvent endState