In this case the simulation is purely procedural. The settings will be stored on the .VAJ file, which you can find under the 'Physics' tab in-game. It will not simulate the part of the clothing that is attached to the person, but will simulate everything else applying an uniform setting. The .VAM files are presets, they are almost identical to .VAJ in this case, but the .VAJ is the default. To 'replicate' this in blender, just apply cloth sim to all the clothing except what should be pinned to your model. That pinning, or information in what part is attached to the character, is stored in the .VAB and only works in-game with the Genesis 2 model (i assume you know how the vertex binding process works in clothing creation), so even if you exported it, would be useless in Blender.