Usually before Max import i am assembling the whole body (vanilla torso, head, feet, hands) in Nifscope on a stripped (without Havok and not used bones, etc. delete these branches in NifScope) original game skeleton nif (Skyrim does not care what bone structure you have in body parts nifs, i have tested that, but it is handy to test the skin with animated skeletons). In Max i am transferring skin weights from vanilla meshes (e.g. head) on overlapping vertices in a body (e.g. neck area) using Skin Utility (geometry seams should have the same number of overlapping vertices, vertex normals of the new body should be copied via EditNormals modifier from the overlapping ones in the vanilla mesh e.g. head, this removes the normals seams in the game). It is handy to use it (Max Skin Utility) to transfer weights to a modified mesh applying morph modifier on the geometry generated by the Skin Utility (bone weights holder mesh) using your new body as a morph target (obviously Skinwrap is not working for that correctly). Keeping vertex skin weights in a Skin Utility mesh allows to collapse the stack (also after XForm) and work in a clean way on moving vertices (moving them below skin modifier works not always as expected). Texture seams. I guess (i am not a texture person) this could be done in PS CS>=4 (3D mode) via painting across mesh seams. I think we have to accept texture incompatibility (e.g. hands-body) mess from different mods. Unfortunately, i cannot figure out how to use decals in Skyrim shaders: usually i am adding skin details like body tattoos with decal textures with alpha channel and second UV set (btw, i do not like original UVs). Indeed, Skyrim Havok body morphing (e.g. femalebodymorph.hkx) seems to work like Max morph modifier: vertex number and indexing should be identical across 0-1 meshes. Probably, you know all that, i am apologizing. :smile: