ok...lets, back up to BEFORE u "opened nifskope"....
1) did u save a charlie.BLEND file, (NOT charlie.NIF) with bones (it is ok if u removed all that other stuff, the important thing is that the head and the hands are still assigned to the appropriate bones (check with "buttons" window in EDIT mode), this will assure that the LH will have the proper animations later on....
2) (object mode) open the charlie.BLEND file in blender and IMPORT the abe_suit.NIF. now u have two objects in blender.
3) (object mode) align the suit with the head and hands...
4) (object mode) JOIN the two meshes (make sure u ONLY join the meshes, dont join the bones with the meshes...the way i usually do this is by selecting the "head & hands" and the i use the B key to select a very small peice of the suit, so both meshes r now in pink, BUT NOT THE BONES....JOIN in object mode with Ctrl-J
5) ok, now in blender, u have ONE mesh, with the whole body (head, hands and suit)
6) go to EDIT MODE....at this time, u should have your 3D window on top and your buttons window on the bottem...in the buttons window, if u click, lets say, the L hand or the R cheek and u press SELECT, u will see the corresponding vertices of the selected bone LIGHT UP, NOWWWWWW....if everything has gone RIGHT up to now, and u do the same for, lets say, the R forearm, NOTHING will light up because your suit is UNASSIGNED

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7) Method 1: i have not done the this, but it is easier and i believe that both dutchking and CRoland have preformed this method....manually select the suit and ASSIGN the whole thing to the torso bone (I think u would also have to UNASSIGN the hands and assign them to the torso) this method will (later on) give u a moving head but the body/hands wont move much
8) METHOD 2: morew tedious, but moving hands!...open a SEPERATE blender window and IMPORT abe. u should now have two windows side by side, one with your custom LH and one with abe, both in EDIT mode, both with 3d view on top and buttons window on bottom. go to your ABE LH. in the buttons window (vertex group) click "b_clavicle_R": and then SELECT...u will see the corresponding vertices in abe's suit light up now comes the tedious part, go to your custom job and do the same thing...nothing lights up right....well, u know what u have to do....use your mouse to manually LIGHT UP the verticies in your custom LH that correspond to abe's "b_clavicle_R" bone. when u r done, (make sure your custom LH's vetex group is properly chosen, that is it is on "b_clavicle_R") and click ASSIGN.....now, those areas of the suit are CORRECTLY assigned to charlies BONE!!!!, u will have to repeat this process for the clavicles, biceps, torso, shoulders, clav-shoulders, and forearms (basically anything that is NOT the head and hands).
9) if ALL this went correctly, now, u have one COMPLETE mesh (hands, head and suit) ALL assigned to ONE set of bones.
10) NOW its time to follow CROland's TUT....select ALL in blender (deselect lights and camera and EXPORT as custom nif....go to nifskope...
whew.....
