I have tried many times to export meshes with this plugin, sometimes it works sometimes not. I have managed to create a new body highres mesh and i have exported it, but as usual it would not appear in game directly. I have tried your tutorial but it doesn't change much. The only solution that worked, was to export the nif then import the body shape in an original working body mesh and create the 4 dismemberment partition as you did in your tutorial. But it was not enough, the mesh was still invisible. The miracle came when i loaded the mesh in Caliente the Outfit Studio using the original mesh as reference shape. You need to edit a little your mesh (inflate/defalte slightly somewhere) then export the nif without reference. And it worked, the body was perfectly working, except the dismemberment. I also tried to do the same for boots but the result was weird, the boots were totally distorted and buried in the ground. So all the problem seem to come from that dismemberment data that the plugin ignore, sometimes loading the mesh in Outfit Studio can make it visible by correcting the dismemberment data, but it seems that you need that the body is complete or at least partially. I was able to export a working body mesh without legs to use it with long boots, but i never was able to make the boots work they were systematicaly distorted. The only way to export my boots was to export as OBJ and import that OBJ in Outfit studio. I have done a lot of new cloth and armor thio way with success. But there is a little problem, in game when you use a model done this way, avoid bloat flies or the mirelurk queen. It seems that when they throw their acid at you the body needs the dismemberment partition to show the damage and sometimes the game crash immediately to desktop. The solution is to alway have a standard vanilla armor in your stuff and change for it when such an ennemy comes out. I also exported a lot of nifs for construction objects, i was tired to build with junk! For this kind of nif, the plugin works as there is no dismemberment. But you have to import the BSTiShape in an other working nif of the same kind. The problem is the collision mesh that is missing so the best is to choose a vanilla mesh which has about the same shape and locking points. But sometimes the nif is invalid and when you open the build menu and open the section where your object is the game crash. The more complex the object the more problem you have. For simple objects like walls, ground plates, ceiling tec... it works wery well, i have done stairs also with success, but i tried to load a statue and with taht nif the game crashed often, so it seems that the plugin doesn't export the meshes in a perfect format.