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It turned out to be pretty straightforward. The base game sets the default value for the mass stat to 1, which this mod then uses as a baseline to compare all item stats to. This leads it to treating items between 0 and 1 kg as effectively having negative mass, in turn leading the mass stat being normalized between [-1, 1] instead of [0, 1]. I was able to fix this pretty easily with a very simple XML patch to set defaultBaseValue for Mass to 0. I haven't tested extensively, but this hasn't seemed to cause any other issues. One important thing to note is that Differently Outfitted saves stat value ranges in your save file, so to make this fix work on an existing save I needed to edit the save file and remove the section
<li Class="DifferentlyOutfitted.StatRangesWorldComponent"> ... </li>
This and Outfitted are really cool mods! I like the idea of pawns being able to choose outfits on their own, while still having some level of fine tuning control.
I want to make a note here of an unusual behavior that I noticed, looked into, and was able to resolve. I wanted to give a negative weight to item mass; essentially to be able to discourage pawns from equipping gear (especially heavy gear), unless they actually need it. However, when I did this, what ended up happening was very high positive weights were assigned to light gear, which was not what I wanted (I only wanted to discourage heavy gear, not have them equip random gear just because it's light). Since I am a C# programmer, I decided to take a look and the source code and see if I could figure out why this was.
It does but additional calculations are trivial, so perfomance impact should not be noticeable.