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In source this isn't doable easily, but what i've done is just blend the ambient occlusion texture onto the base color texture map using multiply blendmode in photoshop. This results in effectively the same exact final result as in dead space 1's engine.
The ambient occlusion texture is just an '_ao' targa file. It uses the red channel specifically. If you export using the universal asset tool, it should come out with it.
If you want, i can pass you the finished textures for it tho, just dm me on steam and i think i can upload them. (maybe unless steam doesn't like big files)