I can get very obsessive with small details, so while most things (it's a full equipment replacement project) are completely new, there are some things, like the guard cuirass for instance, that I didn't really feel like texturing due to their uniqueness (that being having to texture every city's emblem). So to keep it up to par with my high poly replacements, I just ran a subsurf modifier on the vanilla mesh and cleaned it up a little bit. The situations I'm talking about where it would be helpful to see the yellow square rather than the vanilla mesh mostly has to do with my work on the vanilla shields. I ran subsurfing on every handle to the shields (one would wonder why this is necessary, but like I said, small details are important to me). Making sure that I didn't make a typo in the directories and the high-poly handles are being displayed requires me to go to every individual shield and analyze their handles. While such a thing is certainly possible and somewhat easy via the testinghall, it would just be more convenient to have something that's very blatant about telling me that it's not displaying my mesh. I wasn't aware that more resources were required to look up things via directories rather than a .bsa, so it sounds like I should just spend a couple of hours in the testinghall. Thanks for your help once again.