In an effort to recreate Yagrum Bagarn I have combined certain meshes in nifskope which could be worn as clothes by an NPC to give the appearance of Yagrum Bagarn. These meshes are properly rigged to the correct bones, based off of the human skeleton and the spider daedra skeleton. However, the standard oblivion skeleton, as well as the Maximum compatibility skeleton, lack the bones referred to by the mesh, namely the spider daedra bones. So, I have attempted to combine the Maximum compatibility skeleton with the spider daedra skeleton in order to allow the Yagrum Bagarn body to show up correctly when worn. However, I have hit a stand still on combining the skeletons; the two skeletons retain their scene roots rather than combining into one scene root, causing oblivion to search for the skeleton parts on the original scene root but finding none. In the hopes that someone would be knowledgable enough to know how to do this, I am reaching out to the community for help.
I have uploaded the skeleton with two scene roots, one the maximum compatibility skeleton, the other the spider daedra skeleton. I have also uploaded a screenshot of the body as a proof of concept.
If anyone has any knowledge how to do this or thinks that they might be able to do this, I implore them to say something!
Download Link
http://www.mediafire.com/?nkae2mxraeixaib
Proof of Concept

I was thinking of converting
I was thinking of converting the original Yargum ... but anyways:
Nifscope can not combine the scene roots of different nifs as far as I know. 3dsmax on the other hand does that automatically when you import (Trial version).
I guess you could also try copying the individual bones (there are a handful that are required for a NPC) ... or use the spider--daedra playable race from TalkieToaster's mod. Otherwise If you want me to do it I can probably get something by friday.