To just export a mesh from blender, copy the mesh's basic "looks" (as I call them) blocks from it's Nif into a working armor or weapon's Nif.
I've been trying since basically the week Oblivion came out, to make a weapon or armor of any kind with a new or slightly modified mesh. Now I'm on to FO3, have been for a little over a year, and I have not once been able to get a new mesh I've made from blender and into Nifskope and have it work like it should in game. I honestly think I've followed about 5 different tutorials on the simplest way to do this with the simplest melee weapon, but I still can't get it to work. As someone who is generally able to grasp how a program works and get it to work for them quite easily, this has been tremendously frustrating, and meant that a lot of (I think) cool concepts of mine have never been able to be given to the community. If anyone is willing to help me with this, I will be ETERNALLY grateful. I know how to work Blender on a pretty basic functional level (I can make what I need, nothing fancy) and I can do pretty much anything in the GECK (my scripting skills are probably 30% if someone like Talkie gets 100%). Anyway, hope someone sees this and is able to help me.
I can help you with a basic melee weapon. I created a pickaxe for my mod by modifying the sledgehammer. Here's what I did:
Take the sledgehammer into blender and mess it about. Export as a new nif.
Bring up the new nif and the base sledgehammer in nifskope. Triangulate the meshes (right click -> mesh -> triangulate). Copy the NiTriShapeData data block from the new nif (right click -> block -> copy branch) and paste into the sledgehammer (right click -> paste at end). Click on the NiTriShape block in the sledgehammer and find the entry for NiTriShapeData in the Block Details - there is a number there identifying the (current) NiTriShapeData block. Double click it and change it to the number that nifskope assigned to the data block you pasted in. You should see your mesh now appear replacing the old sledgehammer mesh. The NiTriShape block for the old sledgehammer will now be at the end of the block list and you can delete it.
You then need to create two entries in the GECK, one a Static and one a weapon. The static is the 1st person view, create it first using your new model. Then create your weapon: in the Art & Sound tab, enter your model as the 'model' and the static you created as the '1st Person Model Object'. You should now be good to go.
You might also want to fiddle around with the collision box, but it's done in basically he same way - copy the bhkboxshape (or whatever) from the new nif and then modify the bhkRigidBodyT to point at your new block.