Here is everything that I have done step by step. Hopefully someone may be able to point out something I did wrong or something I overlooked. 1. Saved all the files pertaining to the helmet (.mmh, .msh, .mao, .phy, & .dds files) via DA Tool. 2. Using Eshme's DA:O Model and Animation Import Export plugin, I imported the .mmh file into 3ds Max using the suggested scale of 100 with no errors. I then selected the helmet and converted to editable poly. I left clicked on the helmet and selected polygons and proceded to delete the wings. Once completed, I opened the export tool. I selected the World center is pivot point option (I also saved another set of files using the GOB is pivot option) I renamed the .mmh accordingly and selected to rename the .msh file and create .mao file as well. I then exported the files using the same scale of 100. 3. Using the .dds plugin for Photoshop, I created my own set of .dds files (3 total) 4. Using DA Tool, I reskinned the helmet as outined in this tutorial: Retexturing a Armor without Replacing it blog, - by Krayzie_3334 - http://social.bioware.com/11689/blog/ 5. Using the Tooset, I created a module as outlined in this tutorial: Custom Player Items In Single Player blog, - by weriKK - http://social.bioware.com/5339/blog/576/ 6. I collected all my prepared files (including .gda file) and placed them in the data folder of my module. 7. I reopened the Tooset and selected manage modules. Selecting my module, I selected my customized helmet under item variation. I then saved and exported into the game as outlined per the tutorial in step 5. I open my game and go into the inventory and the helmet is there. I then equip it and all seems fine until I go back into the game. The helmet then starts wobbling and swiveling around the shoulder area. It will even move off the shoulder area where my character will look like a headless man with a pair of floating eyeballs :biggrin: