This quest has three possible endings:
(1) The scavenger(s) die(s), i.e. the molerats win: in this case the quest is stopped immediately.
If the scavenger(s) survive(s), there will be two possible endings. This is because the quest leaves it to the player to talk to the scavenger(s) [NB: obviously by design, because all pre-requisites to make it work another way are missing: there is no quest objective to display, the scavengers have no force greet package, etc.]. In both of these cases however, the vanilla quest failed to shut down:
(2) The player talks to the scavenger(s) and gets a reward. Subsequently, the quest should shut down.
(3) The player leaves without talking to the scavenger(s). Even then, the quest should shut down eventually.
If the scavenger(s) survive(s), the quest scripts will set stage 100. Once this is done, the scavengers' dialoque will unlock (this is checked on the dialogue: if the fight is not over yet, the dialogue will not be available).
If the player talks to the scavenger(s), stage 220 is set, and this stage adds the reward to the player's inventory.. Now, ending (2) is reached, so the quest should be stopped. While the vanilla quest is missing Stop calls for endings (2) and (3) entirely, the UFO4P 2.0.3 fix mistakenly added the Stop call to the stage 100 fragment. Now, the quest shuts down as soon as the fight is over, but it does prematurely so because all the dialogue will no longer be available once the scavengers have been kicked out of their aliases. Moving the Stop call to the stage 220 fragment will fix this and it will still ensure that the quest shuts down with ending (2).
Remains ending (3): This implies that there will be no further action from the player's side after the fight is over, so we cannot construct a quest stage to check this. We can however detect whether the player has left the area. This is best done fby an OnUnload event in a script on one of the scavenger aiases: if the scavenger unloads and the quest is still running, it should shut down. Since there's no appropriate default script available to handle this, I made one. Also added a check for stage 100 being completed, so the quest will not shut down if somebody manages to leave the area before the fight has started but with the quest still running [NB: leaving the area during the fight will always lead to ending (1) and the quest shutting down anyway].