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You'd have to assign the shoe to a single bone - presumably the main foot or ankle bone. The ankle part of the mesh would have to retain the normal bone assignments. You'd have to experiment with blending bone assignments at the top of the shoe to get the rigidity you want without the animations looking weird.
You can renumber vertex IDs either in Milkshape using Wes Howe's renumber tool or with Mesh Toolkit. If you're using TSRW it will renumber automatically. But the IDs have to do with the fat/fit/thin morphs, not with animation.
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