I would recommend interested MW modders to check these kfs in NifScope (import OB skeleton.nif; select Spells/Animation/Attach .kf; select onehandskill1attackpower.kf or twohandskill1attackpower.kf). In Max the results are even more frustrating.
Conclusion: IMHO these animation sequences even with serious editing are not applicable for MW.
The workflow in Max:
1. Import OB skeleton.nif in Max using NifTools pligin.
2. Import OB kf animation file using NifTools pligin.
3. Create MW biped with RX31's ToolBox.
4. Transfer OB boned animation to the MW biped skeleton using RX31's ToolBox.
5. Save it as bip file.
6. Start another scene using MW animation blank files; applied saved bip file; tweak it; create note track etc.
7. Export.
The RX31's ToolBox is here:
http://rx31.rethan-manor.net/pages/animtool.htm