Presumably by "vertex aiming" you are referring to the way RO handles hip firing. I haven't really looked into KF's files, but unless the weapon meshes all include a "muzzle" bone then the answer is no. If they DO include it then you could implement such a system, but it would require additional functions added to the base weapon classes and then from there, every single weapon would need to be recreated to build from that new parent class. Time consuming but possible.
Similarly, for vehicles you'd need to bring across the entire vehicle code package and cherry pick all the vehicle related code from RO's Pawn/Controller/Etc and implement it into KF. Again, it's possible, but it would take a long time and wouldn't be my idea of fun.