What it does
Fixes a vanilla bug where grenades or dynamite fail to explode when planted on NPCs via reverse-pickpocket when they had their detonation/impact flags changed.
The bug (simple)
Some grenade mods configure their explosives to detonate on impact rather than on a timer. This works fine when you throw them - they hit something and go boom. But if you reverse pickpocket then nothing. They play the pat-down animation and your grenade indicator is left on forever.
The bug (technical)
BGSProjectile has a flag called Alt.Trigger (bit 0x4 in projFlags). When set, the projectile uses timer-based detonation. When cleared, it uses impact detonation.
The reverse-pickpocket code path checks this flag to determine if a planted grenade should be "live." If Alt.Trigger is off, the game doesn't recognize it as a live grenade and skips creating the timed projectile reference. Even if you force the projectile to be created, a second check in the projectile update function (sub_9C3190) gates the timer countdown logic behind the same flag - so the grenade never detonates.
The fix
This plugin hooks the planting code to temporarily enable Alt.Trigger during projectile creation, tracks the planted grenade reference, then restores the original flag. During the detonation check, it forces timer logic for tracked grenades only. Normal thrown grenades remain impact-based if you've modded them to be so.
Instructions
Install requirements and use MO2 or place in Data/
Requirements
Exploding Pants Fix NVSE
Main file.