I changed the way traps work in Kotor 2:TSL. They will now damage your party members too, if they are caught in the blast radius. It just doesn't make any sense that they are not damaged by their own mines.
Besides, when a mine is triggered by an enemy, the feedback window will now display the damage dealt to each particular enemy by frag mines, plasma mines, and sonic mines. If damage is halved, it means enemy succeeded on his saving throw (means no attribute damage if a sonic mine was triggered). If damage is 0, it means enemy has the Evasion feat and succeeded on his saving throw (only applies to reflex based mines).
I also fixed an error in the grenades script, which defined them as harmless. You can download the source files and compiled scripts here:
http://home.arcor.de/wrfan/files/kotor/tsl_traps_grenades.rar)
extract into the override directory.
I recommend taking a look at the traps script, as the in-game demolitions skill description is not accurate. The demolitions skill defines the damage dealt by mines and the blast radius (the higher the demolitions skill, the more damage is dealt and the bigger the AOE of explosion). Since this is not explained, most people think increasing demolitions skill to 20 including bonuses is sufficient, since highest trap DC in TSL is 40, and since you always get a Take-20 roll when setting/recovering traps, 20 is enough to recover any mines. But actually, you should increase your rogue's demolition skill beyond 20, because it will increase the effectiveness of traps.