Yes and no. *sassy grin* Isn't that just a super helpful answer? That method should work for everything BUT the torso models. Torso are kind of a pain. The toolset re-orders them by AC value. So what looks to be model 5 in the toolset may not be the actual model file named 5.
There is some good advice in the Custom Content guide that you might find useful.
http://nwvault.ign.c...585865411.shtml
Particularly the following sections:
Part 2: That Rose Thing Again - this is good for understanding the file naming conventions.
Part 3: Finding the Armor Model and Texture.
Start out trying this on any other body part BUT the torso (chest), none of the other ones care about the AC value in the toolset. Rename one, add it to the 2da file, dump them both in a test hak, and make sure it responds how you expect in the toolset with the other hak material.
It really has been a *long* time since I've done this. So I'm not totally sure that just renaming the file itself is enough. I don't know if there are internal ... references? to the model name within the model itself that would need to be changed as well. Thus the suggestion to use one of the renamer options off the vault.
Then there is the issue of making sure you have the textures for the armor pieces... if the model shows up as kind of a silvery color (or is it pure white? Hmmm that might have been placeables) in the toolset, you are missing the texture.