There is another formula which seems to determine the price range of the looted items (0.75 to 1.25 times the "125" in GetExpectedLootedItemValue). I set this to 0.25 to 10 and it`s the first time I get totally diverse loot, from rotten cheap stuff to masterwork swords.
Taleworlds.CampaignSystem.dll > LootCollector:
Tried your numbers for loot collector. This really makes loot more diverse. The setting works in conjunction with GetExpectedLootedItemValue formula.
I tried setting GetExpectedLootedItemValue to 1/500 and 1/750, but that's really too much - looters were armed with masterwork pitchforks and balanced sickles and wore tailored rags
So, I had to turn this down to your 1/125, and the loot is really nice now. After big battles I get lots of stuff, with positive modifiers (thick, balanced etc.) and sometimes even undamaged high tier weapons and armour.
GetEquipmentValueFromTier: return (float)Math.Pow(2.0, (double)MathF.Clamp(itemTierf, 1f, 5f));
This tweak is handy if you wish to nerf smithing. Now player forged weapons are
10 times cheaper than in vanilla. Smithing can still yield good profit, but feels much less cheaty. Especially if you do not use the infinite stamina mod.
This tweak actually reduces all prices (except armour for some reason). The most expensive weapons in cities are now 2k-4k. Top armours are still 30k-40k. BTW, I use RBM with this mod:
This mod increases prices of basic trade goods such as fur or salt by 50% and more luxurious goods and final products by much more. This results in more income from workshops, more income from manual
www.nexusmods.com
Maybe it also does something to pricing mechanisms.
The only problem is that after all these tweaks, selling loot yields a lot of money (not as much as with smithing, but still a lot). We can keep lowering the pricing modifiers, but this makes food, horses, and trade commodities too cheap. It breaks immersion and (possibly) caravans and workshops.
We can tweak the GetExpectedLootedItemValue more. But its really hard to grasp the golden balance between ****ty loot and OP loot...
P.S. Also tried messing with the Item modifiers xml file. And some vanilla numbers are very strange. Like a masterwork sword having 19.5 (!!!) price multiplier for a mere +5 damage +2 speed????
This file can be tweaked not only for price increase/reduction, but also for modifier bonus effects for weapon/armour stats.
It even has modifiers for horses (health, speed, charge etc.)! However, I have yet to see a single horse with any positive/negative modifiers. Hmmmm....