.....\star wolves 3 civil war\Data\Scripts\Quests\....\ ??????.Script Work now.
I cant scratch it out as of yet.

Every quest/mission looks like it has its own....
("MShip_Blow")
or:
mothership:Blow();
or:
mothership_HQ:Blow();
mainly:
:Blow();
Function:
function MShip_Blow()
if (mothership:IsAlive()) then
mothership:Blow();
end;
end;
Once you hit a blow() you know it is over.
While not impossible to fix with a GREP system.
The question would be as to what to change it too.
1) a Dialog box asking you if you want to blow up?
2) A dialog box asking you to pay a fine?
3) More pesky Pirates asking you silly questions and wanting money?
Blow() is just a function that can be replaced by any other function that would be best as a dialog box and any activities.
I am leaning towards more of the pirate escort dialog boxes.
On the point of:
...\star wolves 3 civil war\Data\Scripts\include\outofmission.script
Do NOT copy and paste as it will not work.
This is an example of how it works.

Italics are the changes to the coding.
function __crash_FEnd()
if (mothership:IsAlive()) then
Dialog_Pcrg_st();
end;
end;
function Dialog_Pcrg_st()
local __sys_Pirate_Money=1000;
local MessPil=flight_crg1:GetLeader();
local x = getn(SpeakList_Pirat);
local str1 = CombineStr(SpeakList_Pirat[RAND(x)+1], __sys_Pirate_Money);
MessPil:Message(str1,12);
Timer_Seq(10, Dialog_Pcrgmoney_fin1);
end;
function Dialog_Pcrgmoney_fin1()
_FTrader_include();
if (flight_crg1:IsAlive()) then
local __sys_Pirate_Money=1000;
local str1 = CombineStr("#UI_Pmoney_cost", __sys_Pirate_Money);
ShowMsgBox("#UI_Pmoney_confirm", str1, On_Piratcrg_Start, On_Piratcrg_Cancel);
end;
end;
function On_Piratcrg_Cancel()
SetGroupRelation("crash_pirate_group", PLAYER_GROUP, RELATION_WAR);
end;
function On_Piratcrg_Start()
local N=GetPlayerCredits();
local __sys_Pirate_Money=1000;
if (N >= __sys_Pirate_Money) then
SubPlayerCredits(__sys_Pirate_Money);
local mship=GetPlayerMotherShip();
if (flight_crg1:IsAlive()) then
flight_crg1:Move(mship:GetPosition()+Vector3(-30, 200, 20),FALSE);
Timer_Seq(6, On_Piratcrg_Esc);
end;
else
SetGroupRelation("crash_pirate_group", PLAYER_GROUP, RELATION_WAR);
end;
end;
function On_Piratcrg_Esc()
flight_crg1:Escort(mothership);
end;
Still need to refine it more to be sessier...

But it works for now.
Also I found this section interesting further down.
Under:
--==================================ìèíèêâåñ ò ïèðàòû-âûìîãàòåëè.
function RandomPiratGetMoney()
You will find:
function RandomPiratGetMoney()
if (__sys_SOS==FALSE) and (GetPlayerQuestState()~=TRUE) and (GetTeamRelation("Pirates",PLAYER_TEAM)==RELATION_ WAR) then
Try:
function RandomPiratGetMoney()
if (__sys_SOS==FALSE) and (GetPlayerQuestState()~=TRUE) then
I dumped out the WAR: Relation so that they would pop up even in friendly mode.
And:
function On_PiratMoney_Del()
flight_pir_mon_1

elete();
end;
Try:
function On_PiratMoney_Del()
flight_pir_mon_1:Escort(mothership);
end;
The whole study makes me query as to why crash teams were not created for every faction in the Include folder and then called on in the mission/quest depending on the Faction in control of the system.