Nope, the ESP is required, as there is only one Vault Suit mesh for all those textures. I'll copy-paste a post I made on TES Eye Candy explaining it...
It takes a list of DDSes from a Texture Pack object, and then applies them as overrides on the object. The GECK apparently reads the node numbering in a NIF, and applies the texture pack overrides as directed. When I made my Fixed Vault Suit Butts mod, the GECK had a little fit at first that the node numbering didn't match what it had on record (NIFSkope borked up the numbering when I put the fixed OBJ mesh back in). All that took to fix was just to reload the mesh directory path, though.
Even if I were to make individual meshes, that would still require an ESP because all the vault suits point to the singular Vault Suit mesh, but have the aforementioned texture overrides which no longer worked because NIFSkope changed the node numbering.
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GOOD JOB
FTFY
Even if I were to make individual meshes, that would still require an ESP because all the vault suits point to the singular Vault Suit mesh, but have the aforementioned texture overrides which no longer worked because NIFSkope changed the node numbering.