I prepared some masks for troops.
They are setup as breads and you can weare them or not.
They are not disappear after helmet wearing as you can see on picture.
This can be useful for masks, jewelry, hairs under helmets and such things.
They are move and stretch together with face editing., so they are always there, where they must be.

in skins.py:
(
"elf", 0,
"woman_body", "woman_calf_l", "f_handL",
"female_head_00", elf_face_keys,
["woman_hair_p","woman_hair_n","woman_hair_o","woman_hair_q","woman_hair_r","woman_hair_t","woman_hair_s"], #woman_hair_meshes
#["woman_hair_a","woman_hair_b","woman_hair_c","woman_hair_d","woman_hair_e","woman_hair_f","woman_hair_g"], #woman_hair_meshes
["glass1","glass2","glass3","glass4","glass5","glass6","glass7","glass8","glass9","glass0"],#beard meshes Meshes can be different, but I think that all must be reading from same dds file ["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white","hair_blue","hair_purple","hair_red2","hair_pink","hair_green"], #hair textures
["glass3","glass3", "glass3", "glass3", "glass3","glass3","glass3","glass3","glass3","glass3"],#beard_materials for one dds declaration for each hair color [("womanface_young",0xffe3e8ef,["hair_blonde","hair_red", "hair_brunette","hair_blue","hair_purple","hair_red2","hair_pink","hair_green"]),
("womanface_b",0xffdfdfdf,["hair_red", "hair_brunette","hair_black","hair_blue","hair_purple","hair_red2","hair_pink","hair_green"]),
("womanface_a",0xffe8dfe5,["hair_red", "hair_brunette","hair_black","hair_blue","hair_purple","hair_red2","hair_pink","hair_green"]),
("womanface_brown",0xffaf9f7e,["hair_brunette","hair_black","hair_blue","hair_purple","hair_red2","hair_pink","hair_green"]),
("womanface_african",0xff807070,["hair_black","hair_blue","hair_purple","hair_red2","hair_pink","hair_green"]),
("womanface_midage",0xffe5eaf0,["hair_black","hair_brunette","hair_red","hair_white","hair_blue","hair_purple","hair_red2","hair_pink","hair_green"]),
],#woman_face_textures
[(voice_die,"snd_woman_die"),(voice_hit,"snd_woman_hit"),(voice_grunt,"snd_woman_grunt"),(voice_grunt_long,"snd_woman_grunt_long"),(voice_yell,"snd_woman_yell"),(voice_warcry,"snd_woman_warcry"),(voice_victory,"snd_woman_victory")], #voice sounds
"skel_human", 1.0,
psys_game_blood,psys_game_blood_2,
),