hmmm, ok. I haven't opened up Nifskope in a long while but here is the process i usually do.
1. Open the "donor" nif file in nifskope (the mesh I'm taking stuff from.) in one window, and the recipient mesh in another window.
2. Click on an "extra" mesh piece (by extra i mean something that is not part of the basic mesh.
3. Look at its position in the scene root tree - go "up" the tree to find the nodes it uses.
4. Copy the block starting at the first node that is different from a male_base mesh. For example a gun may be listed as R Hand -> gun_right-> gun-> editable_mesh - right click on "gun_right" and copy branch.
5. Paste it into the other mesh in the exact same position you found it.
6. Repeat this until ALL of the "extra" pieces have been moved over. This includes nodes that may look invisible to you, but you see them in the parent tree.
7. in the new mesh I usually hide all of the parts I don't want to see by flagging them as hidden. I usually don't start removing branches until I'm sure they aren't essential to the new keyframes.
For example, a number of male_heavy keyframes call upon a ponytail node on the head, if the mesh doesn't have the ponytail node, those keyframes wont work.
8. Using M25's keyframe transfer tool I add the keyframes together. DO NOT use Nifskope to transfer keyframes because that is utterly time consuming. (think 1 hour for 1 keyframe)
The whole process though should only take about 1 hour... for example I think I whipped up that Psylocke Skope for Prev in about 45 minutes.
9. Open up Ctool and see if it works.
Caveats - This is just a basic method, maybe a little clumsy because the nif file will contain information from both meshes... this will increase the size, but don't worry, most nif files are about 500kb anyways - its the keyframe files that take up the most space.
This method is basic so don't be disappointed if sometimes the animations don't work out the way you want.
For example, in my Daredevil skope I mixed the keyframes from Gren's Daredevil and JM_Demon. However, because I didn't want DD to be carrying 2 billyclubs in his right hand, I had to hide the native DD mesh billy club. This means that I couldn't use the ranged animations from the DD mesh. Well, I could, but when he threw the billyclub, it didn't leave his hand, because that billyclub was JM_Demon's...if you know what I mean.
I hope this isn't too convoluted. But if you port over Gren's Cap animations into Ren's cap, I don't think that Gren's shield throws will work the way you want them too.