It's a UV problem. If you want to change it you'll have to adjust them so they are properly symmetrical.
As to PFHC04, I was only looking at the teeth meshes earlier, but I see now that the tongue mesh does protrude through the lower teeth mesh. That would need a mesh adjustment to pull it back a bit.
Edit: Here, try these out.
The PFHB03 one is an easy fix. For some reason the head link flag wasn't enabled.
K1_PFHB03_UV_Fix_v1.1.7z
The problems with PFHC04 are shading errors. Since the original vertex normals get destroyed when decompiled into an ASCII, you have to do a lot of screwing around trying to recreate them. Damn your eyes @bead-v. I'll have to play around with that tomorrow when I get a chance.
You are a true magician, optometrist and dentist! It seems to me that she herself is pleased with her operated eyes and inserted teeth. It has become much better. Only hair is darker displayed and a piece above the eye. Forgive me my meticulousness.
In the second model, too, everything became much better with the eyes. Well, there’s such a thing ...
I think the most important part of the mod is to fix this right:
So, - at least in my mind- you definitely should go for 3d - on the long run it would be the best choice, since it not only fixes this bug, but makes other things possible like darker (black) cores like in SWTOR etc.
Looking at some of the anims, there is maybe a bit more lip repositioning in the SS/Single Saber animations compared to the 2HS/Two Handed Saber anims. You could delete all the relevant keys on those SS anims, or maybe copy the positions/rotations from the equivalent 2HS anims. That would kind of be a pain to do manually though. Maybe you can hassle @JCarter426 about writing a program to automate it.
Try to set "m_bIsBackgroundGeometry" to 1 in this nodes: trimesh Top, trimesh Side04, trimesh Side02, trimesh Side01, trimesh Side03. And then compile. Should help with visible fire, smoke and npc's in the distance