Cool! Glad to see things are working very well in the end [minus the Dark-side transition issue].
I will then documenting and attaching the DS transition fix authored by @DarthParametric on Discord > r/kotor here; be back with an update later [or you can just sign-up there and see the post directly yourself].
Edit: to fix the UV you will need an additional tools which they're 3D modelling program -gmax and 3ds Max are most recommended for this- and KOTORmax.
Steps are -
Convert the latest PMHC01 binary to ASCII
Run gmax with KOTORmax installed
On the left toolbar there should be a button to load the ASCII, written as [+ MDL Loading] - choose Import Geom Only and Import then
To have the texture shown [with the model] I usually put the relevant texture/TGA with the same folder as the loaded model - so you'd want to do that too. There must be another [legit] way on doing that but I don't know how. 🙃
Don't forget to reference the hair mesh, which is Object01 to reference PMHC01 as the bitmap instead of PMHC04. You can do that by following this -
Done with collapsing stuffs we're going to export the model now. Select the blue box under the head model; it's called OdysseyBase that you'll see it's written on a box in the top right corner
With OdysseyBase selected - you'll see Odyssey Base Params underneath and down below you'll find Export Geom only button. You know you're very close for a result so you'll know what to do, heheh
The exported format [again] will be an ASCII. So you may want to convert them to binary with MDLedit, and rename as appropriate
That pretty much sums it - just let me know at which part things are confusing or lack of necessary information.