You will need to edit 3 files total, but lets look at items.xml first...
<!-- Cigar -->
<item name="apparelCigar">
<property name="Tags" value="head,clothing,noMods"/>
<property name="DisplayType" value="clothingCigar"/>
<property name="UnlockedBy" value="perkUrbanCombatCigar"/>
<property name="Material" value="Mplants"/>
<property name="Stacknumber" value="1"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="EconomicValue" value="500"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<property name="Group" value="Clothing"/>
<property name="EquipSlot" value="Face"/>
<property class="UMA">
<property name="Mesh" value="gear_cigar"/>
<property name="Overlay0" value="gear_cigar"/>
<property name="Layer" value="1"/>
<property name="UISlot" value="Face"/>
</property>
<effect_group tiered="false">
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/>
<passive_effect name="BarteringBuying" operation="base_add" value=".1"/>
<passive_effect name="BarteringSelling" operation="base_add" value=".1"/>
</effect_group>
</item>
<!-- Lucky Goggles -->
<item name="apparelAviatorGoggles">
<property name="Extends" value="apparelShades"/>
<property name="Material" value="Mleather"/>
<property name="DisplayType" value="clothingAviatorGoggles"/>
<property class="UMA">
<property name="Mesh" value="aviator_goggles"/>
<property name="Overlay0" value="aviator_goggles"/>
</property>
<effect_group tiered="false">
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="LootGamestage" operation="base_add" value="3,5.2"/>
<passive_effect name="TreasureBlocksPerReduction" operation="base_add" value="-1"/>
<display_value name="dTreasureBlocksPerReduction" value="-1"/>
</effect_group>
</item>
In the above code are both items for Cigar and Lucky Goggles.
We can combine both effects into one item, and call it LuckyCigar...
<item name="LuckyCigar">
<property name="Tags" value="head,clothing,noMods"/>
<property name="DisplayType" value="clothingCigar"/>
<property name="UnlockedBy" value="perkUrbanCombatCigar"/>
<property name="Material" value="Mplants"/>
<property name="Stacknumber" value="1"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="EconomicValue" value="500"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<property name="Group" value="Clothing"/>
<property name="EquipSlot" value="Face"/>
<property class="UMA">
<property name="Mesh" value="gear_cigar"/>
<property name="Overlay0" value="gear_cigar"/>
<property name="Layer" value="1"/>
<property name="UISlot" value="Face"/>
</property>
<effect_group tiered="false">
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/>
<passive_effect name="BarteringBuying" operation="base_add" value=".1"/>
<passive_effect name="BarteringSelling" operation="base_add" value=".1"/>
<passive_effect name="LootGamestage" operation="base_add" value="3,5.2"/>
<passive_effect name="TreasureBlocksPerReduction" operation="base_add" value="-1"/>
<display_value name="dTreasureBlocksPerReduction" value="-1"/>
</effect_group>
</item>
Next you will need to edit ui_display.xml, and the value we're looking for here is 'clothingCigar'.
<item_display_info display_type="clothingCigar" display_group="groupAttire" >
<display_entry name="AttributeLevel" tags="attStrength" title_key="statShowStrength" display_leading_plus="true"/>
<display_entry name="BarteringBuying" title_key="statBarteringSellBuy" display_type="Percent" display_leading_plus="true"/>
</item_display_info>
As things stand you will have a new item in game with the effects of both the cigar and lucky goggles, but this interface will only show the effects of the cigar... so in the items.xml change the the following line:
<property name="DisplayType" value="clothingCigar"/>
To a new name, e.g.
<property name="DisplayType" value="LuckyCigar"/>
Then in ui_display.xml, make the same name changes...
<item_display_info display_type="LuckyCigar" display_group="groupAttire" >
<display_entry name="AttributeLevel" tags="attStrength" title_key="statShowStrength" display_leading_plus="true"/>
<display_entry name="BarteringBuying" title_key="statBarteringSellBuy" display_type="Percent" display_leading_plus="true"/>
</item_display_info>
But add in the values from 'clothingAviatorGoggles' in ui_display.xml too...
<item_display_info display_type="clothingAviatorGoggles" display_group="groupAttire">
<display_entry name="LootGamestage" title_key="statLootGamestage" display_leading_plus="true"/>
<display_entry name="dTreasureBlocksPerReduction" title_key="statTreasureRadius" display_leading_plus="true" negative_preferred="true"/>
</item_display_info>
So your new ui_display.xml block will look like this..
<item_display_info display_type="LuckyCigar" display_group="groupAttire" >
<display_entry name="AttributeLevel" tags="attStrength" title_key="statShowStrength" display_leading_plus="true"/>
<display_entry name="BarteringBuying" title_key="statBarteringSellBuy" display_type="Percent" display_leading_plus="true"/>
<display_entry name="LootGamestage" title_key="statLootGamestage" display_leading_plus="true"/>
<display_entry name="dTreasureBlocksPerReduction" title_key="statTreasureRadius" display_leading_plus="true" negative_preferred="true"/>
</item_display_info>
Finally, reference this block in the items.xml
<item name="LuckyCigar">
<property name="Tags" value="head,clothing,noMods"/>
<property name="CustomIcon" value="apparelCigar"/>
<property name="DisplayType" value="LuckyCigar"/><!-- this property -->
<property name="UnlockedBy" value="perkUrbanCombatCigar"/>
<property name="Material" value="Mplants"/>
<property name="Stacknumber" value="1"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="EconomicValue" value="500"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<property name="Group" value="Clothing"/>
<property name="EquipSlot" value="Face"/>
<property class="UMA">
<property name="Mesh" value="gear_cigar"/>
<property name="Overlay0" value="gear_cigar"/>
<property name="Layer" value="1"/>
<property name="UISlot" value="Face"/>
</property>
<effect_group tiered="false">
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/>
<passive_effect name="BarteringBuying" operation="base_add" value=".1"/>
<passive_effect name="BarteringSelling" operation="base_add" value=".1"/>
<passive_effect name="LootGamestage" operation="base_add" value="3,5.2"/>
<passive_effect name="TreasureBlocksPerReduction" operation="base_add" value="-1"/>
<display_value name="dTreasureBlocksPerReduction" value="-1"/>
</effect_group>
</item>
This will give you a new item with the properties of both the Cigar and Lucky Goggles, using the appearance of the Cigar.
I have also added a custom icon to the code above so it displays as a cigar in your inventory.
The only other file you might want to change would be localization.txt for the name and description.