But I have a very simple, and annoying problem.
They DO NOT export (with nifscope involved) 100% correctly. Even when I DO get them working in game, theres always something 'else' going wrong, be it with textures, scale, and of course, the dreaded Collision Issue.
Have there been ANY Updates to the process of exporting from 3ds Max, to either, directly into skyrim, or a Verified, to work EVERY TIME tutorial for exporting 3d models with collision, into skyrim?
Heres an item I'd like to make
http://upload.wikimedia.org/wikipedia/commons/a/a5/Tyre_Triumphal_Arch.jpg
As far as I've seen, there is no real 'simple' way to accomplish this, without first, 'butchering' my 3d model, into around, 20 different parts, each with its own collision model to allow a player, to actually, walk around, through, and on top of said model.'
The Mod I'm currently workiong on, is being seriously hampered by the complete crackshoot of the exportation process, and while I know gamesas doesn't even look at these forums (Even if they claim, they don't give a crap) I just really wish, they'd give the finger to the Nif format and use something that can
1) be modded by the comminty, far more easilly (.obj?!) or
2) at least offer a possibility of 'building' our own models in the creation kit. or
3) launch a real export-pluggin for blender/3ds max/ect. They have the money, why not? They already can 'repackage' our mods if they want to anyways.

Make a series of convex hulls that form your collision, export them as their own nif (each hull as its own NiTriShape) and use Nifskope to generate a collision for each. Then assign each as collision to a corresponding part of your visual mesh. (IE if you need 3 convex hulls, make sure your model has 3 NiTriShapes, even if they do not correspond to the collision meshes. You can only have one collision mesh per trisahpe, so make placeholders (one triangle) if you need to.