This is great, because this is completely different than the way I do it. Once I get mine done (Tomorrow night should be good.) and you get yours done, we'll have 2 tutorials. Can't wait. EDIT: As a matter of fact, I have no idea what you're talking about by indexes, LOL. I use only nifksope to retexture it, nothing in the CK is changed except for completely new files.
What he is referring to is that AddOnNode Indexes are shared meaning EVERY mod that alters one of these instantly conflicts with one another and there is no way to fix it for Skyrim unlike for FO3/NV where it was possible to alter the Node Index Values it is not possible to do this for Skyrim using the CK alone
Also if you altered these and did not assign any new Indexes then you either replaced the originals or just left yours broken and not fully functioning, may want to look into it.
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On a side note it is possible to edit the Index your stuff uses by using Snip to edit the Index value -> though it is known to cause mod corruption on certain types of edits so make sure you back up everything.
Personally I started my AddOnNode Index at 1001 and reserved up to index 1200 by creating 200 empty entries all assigned to that range so I could just insert the model and update the data to fit my needs.