Bug report: Skyedit v0.046 does not seem to handle ARMOs with race-dependent ARMAs properly. Only one MODL entry is changed when more than one should be altered. Encountered this problem while making a helmet mod based off the elven helmet.
Also no idea if the order of the MODL entries makes a difference. Not enough time to test.
I think I am having the same type of issue. I wanted to create a specific set of armor for Lydia (or any companion), so I made a custom set out of the elven armors.
I made copies of each elven armor model type (Armatures) so that I had a cuirass, helmet, gloves, and boots all with a unique name and all pointing to a custom mesh directory.
I then created copies of the Elven Armor types and then tied each to the corresponding Armature models.
I also created matching copies of the forge recipes based on the Elven so I could upgraded them.
Everything works, except for the Elven Helmet. It has the correct new name, the correct adjusted armor rating, and is upgradeable, but It still shows up as the old model in the game, not matter what.
All my custom Lydia Elven armor for the glovtypes, boots and cuirass work in game. They show up as the unique models I placed in the custom directory called out in my created Armatures.
I beat my head against this for a couple of hours, trying every little whipstich I think of. It just would not load the custom model. It kept defaulting back to the standard mesh/armor/elven/f directory for the in game model.
I did notice that all elven helmets in Skyedit in the Armor category reference the ElvenOrc Armature model and none reference the Default Race model.
That is the only problem I have had. Beyond that this thing is the cats meow for fully customising my game. Major props.
Bats