Ok
A recent discovery:
loda.o, lodau.o and suit_loda.o files have the same data for headmesh and for it's texture mapping, and it's possible to pass the data from one file to another, so you will only need to edit one of this files.
The mapping of any of these files starts at
001283BA, and knowing, from past tutorials, that for the LODA filesit ends at
B00100803600, just select the data between this space (don't select B00100803600, because it doesn't appear in the lodau and suit_loda files) and paste it in any other file.
The headmesh is compressed in the same place for the loda.o and suit_loda.o files, Like in these pictures
Start
End
However it doesn't appear in the same place for the lodau.o files.
Here is the Solution:
With Hexworkshop select the first 8 digits of headmesh (8 last digits of line 00000090) of any original loda.o file. Then use function Find... (Ctrl+F) and search this 8 digits in the original lodau.o file of the same player, Hexworkshop will find where starts the headmesh info of the lodau.o file. Now just replace the whole headmesh data
It worked for me.