They do?
Okay.
Does it take *that* long?
@bbihah I am genuinely curious.
How long it takes to rig armor to a new skeleton/model?
Depends. UE3 times? Individual riggings for each model, cant export using any normal tools. You could get 3rd party tools that support it so you can import models onto other skeletons but its a huge hassle compared to how it is now and the fact that it'd all have to get handled as individual entities. UE3 and games in general before or around ue3 times has that shortcoming.
How it is now? Heck, most if not all 3d modelling programs have all the nice rigging cool stuff that you'd have to pay extra with all the problems that come with importing and exporting between programs. Now you can do most if not everything with modelling tool + engine tool. If you have a armor that was built for being usable on different skeletons from the get go, and skeletons are in general made to work its barely even a dent in production time, if you are making a game with different but similar skeletons already you are saving loads of time having to only "measure twice cut once".
Heck, I think the newer UE/Unity/etc even have a rudimentary 3d modelling tool built in for integrating models onto skeletons, doing/editing rigging and animation.
If the models that starvault have made were made with equipment models being worn onto the skeleton, they could technically put any armor on any model they have, if it'll look good is just up to how different the skeleton proportions are. Minotaurs for example have very similar humanoid proportional skeletons to player models, wouldnt surprise me if they could at least use upper body models that apply to the "player" models with almost no work.
Its 100% a pre-plan issue, i'm almost 100% sure SV made most if not all of their models with easy application between skeletons already, due to the fact that we have similar but different models that all can wear the same stuff. I mean its generally just how stuff works now a days.