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You'll need to add the new visual effects to visualeffects.2da in your top hak, so that the script can reference the correct VFX number. From memory, I believe there is a different VFX for each race and gender, so your script will need to choose the right one.
The headslot item (helmet, or whatever) is more problematic. It can be undroppable, but nothing can stop it being unequipped. If the victim is a PC, you have the slightly tacky option of forcing the PC to re-equip the helmet in the module's unequip event script, but even then the helmet will disappear for an instant.
EDIT: Afterthought on the helmet - if you were able to make a head model that looked like the helmet, you could change the victim's head by script. Players can't change that.
With a text editor, working with decompiled models, it should be straightforward to add the VFX model to a head permanently - but scripting is probably easier.
So, best course of action in these circumstances would be, I believe: to make a helmet which would have a mesh of this sword going through the character’s head and to make it impossible to unequip – some companion items in HotU work this way if memory serves me correctly, that is your henchman equips them immediately after you try to unequip the item (as you mentioned).
That’s much less, well, elegant than just making a new head model, but it’s probably more achievable for me (unless you know some good NWN modelling tutorial as well).
I have no experience with scripting so this should be fun...