Another way to achieve your end result would be to blendshape your uv’d and textured mesh to your original skinned mesh and just hide the skin. Also turn on World in your origin option. If you’re in a hurry, this is a quick method. Of course, your target and base meshes have to be idnetical (in which case it would be better to re-separate your combined geometry).
The second way, that is if you want to have your new geometry skinned, is as follows. First off, if you’ve combined your new geometry you’re going to have a hard time matching weights, so you might want to think of deleting the combine node (if you haven’t deleted history) and just skin your new geometry the way you skinned your old geom.Then bring your rig to it’s default pose (at the origin), then with the new geometry on top of the old geometry, go to the hypergraph and show inputs and outputs on your old geom’s skin mesh. Select all the joints connected to it then shift select your new mesh, smooth skin (make sure selected joints is on instead of hierarchy). Then unlock the transform attributes for both. Translate the orignal by a whole number in one direction and translate your new mesh in the opposite direction using the exact negative value, then set your new mesh’s appropriate scale axis to negative 1. Select you old mesh, select new mesh, mirror skin weights. After which, return both meshes to their original positions and lock transforms.


But yeah, save the weights with Comet’s script (just keep at it and you’ll get it working), then detach the skin and delete history, making sure the UVs held. Rebind the skin to the same joints (if you’re unsure which, Comet’s tool has a function to select the joints mentioned in the file), and re-apply the weights through cometSaveWeights.