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The following entry will have a value of 1 prior to starting the mission, and after finishing it:
"Key": "elcoyote_barman_default_on",
"Value": 1
During the mission, this one switches to a value of 0. You may need to do the same if attempting to reset the mission.
Also, the following entries all seem to disappear when playing the mission. They're there prior to starting, and after completing them. Some of these values like "holo_v_calls_pepe_start_count" and "holo_v_calls_pepe_end_count" will increase from a 1 to a 2 if you call Pepe more than once:
"Key": "holo_v_calls_pepe_end_activate",
"Value": 0
"Key": "holo_v_calls_pepe_end",
"Value": 0
"Key": "holo_v_calls_pepe_interrupted",
"Value": 0
"Key": "holo_v_calls_pepe_start_count",
"Value": 1
"Key": "holo_v_calls_pepe_start_activate",
"Value": 0
"Key": "holo_v_calls_pepe_start",
"Value": 0
"Key": "holo_v_calls_pepe_end_count",
"Value": 1
You may need to check that you have them all once the mission is completed if you were to attempt this one again.
And finally, for some reason, this one pops up as well, I don't know what it's linked to, but it seems to be there if you started and completed this mission and the value at some point may change from a 1 to a 0:
"Key": "ma_hey_rey_05_start",
"Value": 1
1) Find an older save game where you did not yet play this mission.
2) Enjoy the mission and try to get the happier ending.
3) Once you're satisfied having played and witnessed the happier ending, edit your final save game (the one where you got the unhappy ending) to include the following:
"Key": "mq040_situation_defused",
"Value": 1
"Key": "mq040_wife_story_heard",
"Value": 1
That's it, that's the only difference between a happy and an unhappy ending if you want your final save game file to have the 'intended' details.
You may get a bit of extra cash with the happier ending, so might as well gift yourself a few hundred extra eddies in that case if you've come so far as to use a save editor.