If you want to add me to Skype, yuliaveil1989.
But I am pretty sure its hardcoded into game what the names of player CombineActs are supposed to be called. So if you replace one of the player ECM you need to make sure all combine acts of the model you are using, are using the exact names.
So lets say Devil Chiyu's running combine act is:
运行速度快
But White Tiger Running combine act in its ECM is named:
通用汽车运行
You would have to match all original CombineAct names with the new Combine acts your using, and none of the old CombineActs can be left out otherwise some actions wont have animations.
Also for each new CombineAct you need to update this at the top of the ecm:
ComActCount: X
So if I were to add extra CombineActs to the Devil Chiyu ECM to have Devil Chiyu's 'channeling' animation and 'attack' animation for each tigerform skill I'd need to copy and paste those sections of ECM as new CombineActs and each time I would need to raise the ComActCount at the top until eventually if all the nessicary animations needed for a player model exist in the model you chose and you give every player action from the original ecm a new animation with the new model you will essentially have a fully working and animated reskin.