Ooookay.
This might be a good time to mention that I have no expectations of this actually working. In fact, I have a good idea of what will prove to be the fatal flaw. The thing is that your responses seem to stray from my line of thinking. A clear sign that my poor communication skills are failing the test. So to try again.
Rolo Kipp wrote...
... But the helmet model (that now looks like an elf head) as defined in the baseitems.2da is what overrides the creature head.
Eh? This almost makes sense, but I'm not sure you mean what I think you mean.
So I'd need a seperate helmet model for each elf head. I.e. not viable and redundant.
Yes. No. Maybe. ..Clearly, making all those models for the sake of a single item would be excessive. On the other hand, if the technique were to work then the uses would be innumerable. In that case a full set of fake heads might be worthwhile. Besides the models already exist (as heads) if only they were compatible.
... The icon chosen in the toolset when you create the item determines the model it uses and we can not change that (Edit: ...in game). I.e. We can not choose the diadem icon/model pair, wait until it's equipped, determine the head model in use and have the item reference the original head model as if it was the Diadem (which I think is what you are suggesting).
Ah, but that's not quite what I was suggesting.
The Lexicon states that one can create a copy of a helmet (with a different appearance) simply by assigning a new model via the Copy&Modify function. Thus we are not remodeling the diadem. Rather, we are creating a new helmet with the properties of the diadem but the model of a head. Unfortunately the very brief description in the Lexicon does not mention any limitations or restrictions on the chosen model.
The general scenario would be:
The Diadem is sitting on a dresser. The diadem model is visible.
The PC acquires the Diadem. The diadem icon is shown in inventory.
The PC equips the Diadem. The OnEquip event fires a script that uses Copy&Modify to create a FakeHead and then swaps it out with the Diadem. The fake head model is visible in game (wishful thinking) and what? icon is displayed in the head slot in inventory.
To rephrase my VFX question. If the VFX is attached to a head node and the head model is subsequently over-ridden by a helmet, would the VFX persist or also be over-ridden. Sounds like it would persist.
Now it's time for you to tell me that there is no way to assign a head model to a helmet. The model types are totally incompatible and no work-around.