The code which you have put into the dat1 file in visual studio should look like the one below, this same code will need to be put into the binaryData file named "EmbeddedData_GhostShipCXML" (the first binaryData file) as well as the binaryData file named "EmbeddedData_SkinsCXML" (labelled the 42nd binaryData file). Make sure that the player class type is correct and matches to the class you want the skin to be for.
Code:
<Object type="0x1684" id="Example Set Skin">
<Skin/>
<Class>Skin</Class>
<AnimatedTexture>
<File>playerskins16</File>
<Index>08</Index>
</AnimatedTexture>
<PlayerClassType>0x0307</PlayerClassType>
<UnlockSpecial>Set Skin</UnlockSpecial>
<NoSkinSelect/>
<DisplayId>Example Set Skin</DisplayId>
</Object>
your code in the EquipmentSets file in your solution should look like the one below, this also needs to be added into the binaryData file named "EmbeddedData_EquipmentSetsCXML" (labelled to be the 37th binaryData file). I am sure you already know this but, slot 0 means weapon, slot 1 means ability, slot 2 means armor and slot 3 means ring. Make sure to have the correct item ids in the itemtypes and the correct skin id in skintype.
Code:
<EquipmentSet type="0x0010" id="Example Set">
<Setpiece slot="0" itemtype="0x67ba">Equipment</Setpiece>
<Setpiece slot="1" itemtype="0xf36">Equipment</Setpiece>
<Setpiece slot="2" itemtype="0x69ba">Equipment</Setpiece>
<Setpiece slot="3" itemtype="0x1661">Equipment</Setpiece>
<ActivateOnEquipAll skinType="0x1684" color="0x92A9BA" size="70">ChangeSkin</ActivateOnEquipAll>
</EquipmentSet>
Remember to also add the code; "setType="0x0010" setName="Example Set" after each of the items in the set in both dat1 and the 1st binaryData file. Rebuild the solution after you have added everything and also save your client after replacing the binaryData files. After you have done everything your client should be able to display the set skin correctly.