What I wanted to do is very simple: Re-price grenades with prices at about canon, perhaps even somewhat lower in some cases, to balance them in hopes of making them actually a useful tactical option.
This turned out to be more difficult than expected. The main reason being that grenades work by them all having the same item property "on use: grenade". This then calls a script, which latches onto item resrefs to tell what type of grenade we're using. This means you can't make new items work as grenades, since they can't have same resrefs as already existing items. Unless you manage to change the "use grenade" script to recognize the resrefs you gave to your new grenades. Which makes it a not worthwhile pain in the ass to try to create grenades.

I thought just using canon grenades, and make a shop that sells only them, and has properly lowered price level. Elsewise fine, but close-to-canon pricing creates the opportunity to sell them to usual price level shops for more than you can buy them for, creating an infinite-money loop for PCs.

But now, we have a "fix" to grenades? How does it change things? Can, and how, could I go about creating custom grenades with the fix?