When I open up a model in the viewer it seems like only parts of the model have the correct texture. it also doesn't seem like the textures exist. from what i noticed it seems like the BCR textures are supposed to be diffuse textures but it looks like they are missing. i found normal maps and other textures that exist but don't have a diffuse to go with them
Is there a way to fix this issue? I have tried some ideas like exporting in different formats but i can't seem to fix it.
Most major character outfit models do not have Albedo textures.
If you look at UV channel 2[a.k.a EXTRAUVS0], you can see that the UV meshes are separated into approximately 8x8 cells.
[X=7/Y=8] cell is usually assigned to a Material named Accessory.
They are responsible for coloring along with the _Wearmask textureand assigning the detail normal map. The detail normal map is also important because the B channel of the detail normal map is responsible for the roughness value.

In my case, I created an 8*8 resolution texture with a gradual gradient on each R/G channel to give the XY value of the UVs. By creating a mask with a little math node, I was able to specify the color and detail normal maps using the .prop.txt where the material values are stored.
I finally succeeded in creating a UV mask with a simple math function instead of an 8*8 image.

Of course, creating a Material using the _wearmask texture and MI_~.props.txt will result in a pretty messy Material node as the object has more isolated UV cells.
If you are using a tool other than Blender that does not allow math nodes in materials, you will have to either create a Diffuse texture or create an RGB mask. However, if you use RGB masks, you will have to separate the materials as there is a limit to the number of them.
The texture below is one that I baked once to test it out.

