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It does seem to conflict with the blindfold, which is weird because they cover different BodyPartGroups, but that's the only thing it conflicts with, and textures work perfectly. You can wear it with all helmets, I've already tested it in game.
Btw if you want any help/advice on writing the patches/xpath and stuff I'm happy to help, I have a decent amount of experience with it.
When it comes to my way of patching things, I spent A LOT of time figuring out how <xpath> thing works and I'm really struggling till now lol, it seems I figured out it worked that way easier for me, I'm not really experienced in these stuff much.
It only assumes the vanilla head layers to be head apparel, and any newly added layers are assumed to be body apparel, which means it then expects textures for all the different body types, which it doesn't have because headwear doesn't have different textures for different bodies.
There doesn't seem to be an obvious way to specify in XML that a new layer is a head layer.
One workaround is to use the vanilla "EyeCover" layer instead of creating a custom one. That will put it on a separate layer to helmets. Achieves the desired effect and textures will still work.
Also, you don't need to use `PatchOperationReplace` on the whole apparel node. You can just use `PatchOperationAdd` to add that one field as a child node of the apparel node.