I've never tried 2016 or 2017.
Before starting I have to use NIFSkope to export as an OBJ to then import into 3DS Max, things go wrong if I just try to edit a NIF directly.
After editing, I find that I have to export twice, once as a NIF and once as a 3DS file - this is because the exported NIF files lack NiMaterialProperty and NiTextureProperty entries. Then using NIFSkope I strip out of the NIF everything except the collision, and import the 3DS file because it still retains the Material and Texture entries (stripping out the imported collision object from the 3DS). After that I have to rewite all texture paths and change the various Colors, Glossiness and Alpha entries by hand because none of them are what I want and I don't know how to set them in 3DS Max.
Finally I run PyFFI on the mesh because if I don't then the game will crash when I attempt to get within 1 metre of the object.
Then after all that of course, I see something I missed and have to return to 3DS Max and start the exporting process all over again. Yay.
Here's my PM reply to Daggerfall Dev:
If you're working with statics then I'd suggest 2014, but if you're working with animation files (which I am clueless about) then I think you'd need an older version like 2012.
Fairly sure I use the 2013 nifplugin from Tesrenewal but I downloaded it a while ago so cannot be certain. The date matches my download and the forum page is in my bookmarks, so it's likely to be the right one. It hasn't been updated since November 2014 and was not capable of every feature needed for all types of modelling, but handled what I know how to do in 3DS Max. The plugin was taken over by a different programmer, now on Loverslab but this is the person who said he's only interested in Skyrim support. I believe I tried his version of the plugin with 2015 but it didn't work, presently I have no plugin installed for 2015 at all. This programmer looks to have stopped working on the plugin in December 2015.
There may be another person working on a newer version who has made further progress and also supports Oblivion, but I haven't looked into it for over a year as I rarely do modelling work.