heres what i found out:
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porting models without rigging aka statics and weapons, not armor:
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requirements:
throttlekitties modified nif.xml, get it here: http://dl.dropbox.co...ifTools/nif.xml
and put it into your nifskope installation directory
1.
you export the mesh as an *.obj or *.3ds
2.
you open a skyrim mesh of similiar properties, aka a sword if you want to port a sword and select the nitrishape node of the sword mesh
3.
click file->import->import *.obj and select your exported *.obj file
this will overwrite the currently selected nitrishapedata and even keep UVs intact!!! (thx ghogiel)
4.
click the nitrishape again and at the very bottom of its block details click on "properties" expanding the fields below, enter the index number of the bsdshaderproperty that emerged below the whole tree of that nif when you imported the *.obj, this will attach the bsdshaderproperty to your mesh and hence allow it to use textures
5.
delete the imported materialproperty from that nitrishape branch
6.
assign textures and copy paste properties etc as you need, save and done, a gameready mesh

7.
for weapons its advisable to also copy/paste over the imported nitrishapedata over those shapedatas inside the two branches titled blood somin
this will allow the blood effect to be applied to your mesh, if you dont at least delete the existing one or youll have blood floating around in midair
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getting the item ingame:
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1.
open TESSnip, (a tool inside FOMM or fallout mod manager)
(The Hologram was nice enough to post his selfmade version of tessnip for skyrim, give it a try if you like:http://www.mediafire.com/?c1h4hb6lqx73j09
2.
open skyrim.esm
3.
delete everything except GRUP (WEAP) (if your item is a weapon that is), GRUP (CONT) (which are chests and so on)
4.
delete every subentry inside GRUP (CONT) except the one you want to modify or clone, delete every subentry inside GRUP (WEAP) except for those you want to modify or duplicate, preferably one with stats close to your new item
5.
duplicate the one entry in GRUP (WEAP) that you kept, double click it, in the upper right change FORMID to something in hex but also something the game probably did not use yet
6.
while still having your new CONT (WEAP) entry selected, double click EDID (lower left field) and give it a new id, thats not the name just an id inside the CS)
7.
double click MODL and change the path to your new model
8.
doubel click DATA and change the numbers on the lower left to set a price
(dint find out whats damage yet or first person model yet)
9.
now click on the GRUP (CONT) item you kept and in the lower left again select one of the CNTO entries, those are the items inside a chest, select one and hit ctrl+c, select the CONT(whatever i chose) again and hit ctrl+v, thast duplicates that CNTO entry and you got it twice inside your chest now
10.
double click the new CNTO and in the lower right change the FORMID to that FORMID you gave your new item in step 5
11.
click on TES4 at the very top of your esp and uncheck every box!! change unknown 2 to 00000000 and unknown 3 to 0000000f
12.
save your esp, youre done and can now find your stuff ingame inside that chest you put it,
if you put it into a CONT entry starting with "merchant" the merchant using it will also sell your item

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rigged items mini tutorial and tipps for 3DMax by Ghogiel, The Hologram and RX31:
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Mini tut:
1: Delete all the crap in the skeleton.nif that isn't F3 stuff, I just wiped those 2 trees at the bottom, leaving the regular skeleton data and the bones themselves. Change user versions 1&2 to 11 and 34. save.
2: Import into max. Make outfit. skin. add dismember. Export as a F3 nif.
3: Open in nifskope. In this order: In the Nitrishape block details change the num of properities to 0. THEN change the user versions from F3 to Skyrim versions.
4: Open a skyrim nif, copy branch your NitriShape and paste into the root node. steal one of the shader blocks and hook it up to your nitrishape in property link 1. change Unknown Short 1 to 0. change anything in the BSDismemberSkinInstance partitions to match what ever it is.. or not.
5: Profit. http://www.skyrimnex...1321960294.jpg#
AND
http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=3178
@CS
http://www.uesp.net/wiki/Tes5Mod:SkyEdit has been released, still alpha but enough functionality to start using it yet