As for niftools what I need is make collision for custom meshes not conver falout collision shapes to skyrim or convert other skysrim shapes to collision , unless I understood wrong what this tool is for and how to use ,....
Yeah, making collision for custom meshes is exactly what it's used for. You can ignore the mentions of Fallout in that thread; that was a bit of a tangent, I think.
Say you've got a nif file with working collision stuff in it; for example, you've pasted your custom mesh into an existing Skyrim nif file with collision in it (nif A). You've also created the collision geometry you want and exported that into its own separate nif file (nif B ). The ChunkMerge.exe program takes the geometry from nif B and replaces the collision geometry in nif A with it.
The NifConvert.exe program basically preps a nif file - giving it the right structure, including collision stuff (by copying all that from an existing Skyrim nif) - getting it ready for your custom collision geometry to be pasted into it. So you may not need to use it if you've already got a working nif file. For example I had a bunch of nifs that technically already worked because I had pasted my custom meshes into existing nif files with roughly similar collision so I could test them in-game; so I didn't need NifConvert.exe for most of them.
There will probably be a bit of tidying to do after using ChunkMerge.exe - setting NumUVSets (which I'm pretty sure is mis-labeled) to 4097 on your NiTriShapes and then updating tangent space, at least.
It's not really explained very well in that thread. I think there were some language barriers there; some stuff lost in translation. I
think that when Macaron3 said it only gives 'high-poly collision', he/she meant that for his/her purposes (since for him/her that was converting Fallout 3 nifs, for whatever reason - maybe just a test), it wasn't getting the actual collision from those Fallout nif files, but using the normal, visible geometry instead. So that would be a downside for using it for that purpose. However, since we want to create our own (low-poly of course) collision geometry from scratch, these tools work just fine for that.