Ah, while the uv_1 is not correct, the problem here are the feet, or rather how they were raised.
1. open your blend, in uv editor enable sync, press B to select uvs of all feet, in 3d view press Delete, choose Faces. Save and close the blend;
2. clone nude feet, export the blend, open;
3. File - Append - finalithinkvertexpaintedtryingnewthing12.blend - Object - s4studio_mesh_1, append;
4. You must not edit the rig or vertices on feet that match those on legs. There are two options:
option 1: lower shoes below the ground and lift a sim in-game ( either with the slider or by adjusting the rig in the warehouse ). The downside is that animations wont work properly;
option 2: in edit mode disable Limit selection to visible, select all feet with A, deselect vertices at the very top, press G Z and move the selection up. Deselect the second row of vertices, move the rest up a bit until feet reach shoes. Then adjust vertices from the front and the side views, as well as the shoes a bit;
5. Transfer uv_1 from feet to your shoes. Select shoes, add data transfer modifier, choose these feet as source object, enable Face corner data and UVs, choose uv_1 in both, then Nearest face interpolated, apply
6. Join shoes and feet into one, save