Note:
Inside uasset fers to:
/Game/ ...
Which would be in files:
/BloodstainedRotN/Content/ ...
The armour:
/Game/Core/DataTable/PB_DT_ArmorMaster
This file lists all the wearable gear like armours, and their stats. Most importantly is an entry called “ReferencePath” which for Valkyrie Dress links to a specific file, which tells the game that this armour has special properties/appearances as determined by that file.
This is the same used for ShovelArmor, which is the only other armour that changes appearance of Miriam. It also does quite a lot of other things, but I haven't started looking into that yet. But these two are the only such files used for this.
The basic idea is that you can use the ArmorMaster file to link an armour like the tunic to the Valkyrie file, and it will change the appearance of Miriam while wearing that armour. So in theory if we where able to create more of these reference files, we could create more armour looks/skins.
The reference file:
/Game/Core/item/Body/BDBP_BodyValkyrie
Main file referenced by DataTables, linked in ArmorMaster to specific armour. This file lists which animations/meshes to use and their paths. This seems to be a container file that among other things links to specific meshes/animations/skin-tones etc. From what I understand/guess it should be possible to completely change how Miriam looks by editing this, probably in a similar fashion to how other modders have changed Miriams standard model.
Just for reference, the only other file called out in this way is ShovelArmor:
/Game/Core/Item/Body/Body_ShovelArmor/EQBP_ShovelArmor
The actual models:
/Game/DLC/DLC_0001/item/Body/Body01/Mesh/SK_P1000
The actual location for the main animation/skin from the Valkyrie Dress.
/Game/Core/Item/Body/BDBP_BodyDefaultMiriam
The location for the default Miriam model. For reference.
By copying, renaming, and editing links to these two, we can in theory create another armour skin and link it to an existing armour. Unfortunately I don't have a good enough grasp of how to get the 3d meshes to work to be able to make it work.
-joneirik