That may make it a bit easier.
Your geoset should have vertexgroups; presumably all the vertices on one group, with a matrix at the bottom of the geoset.
A bone:
Bone "Bacon" {
ObjectId 1,
Parent 0,
}
Anyway, in the geoset will be an area like this:
Groups 1 1 {
Matrices { 1 },
}
The number in the brackets of the matrix is the object ID of the bone that the geometry is to follow.
And Vertex Modifier displays things one geoset at a time. So it's not broken, just a little disjointed.