@saidenstorm: I did read your tutorial ... however I could not find the things I asked there. (it seems that you have added them now ... so thank you

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It was there its just when Google Pages migrated to Google Sites for some reason it reverted -> All I had to do was open the page let it update from draft and save it, odd indeed considering I made those alterations months ago, maybe I forgot to apply the changes /shrug.
However I had problems in understanding the "Animation State".
You write that to make the state as "Animate in Motion" ...
"expand Sequence Accumulation -> tic Accumulate Translations -> Tic X Axis -> Tic Y Axis (this will set it so on export the movement data is assigned to the Bip01 bone while the Z Axis and all rotational data goes to the Bip01 NonAccum bone, important for the proper export of animate in motion anims)"
But what exactly do I need to do for "Animate in Place" ... do I untick these two?
Animate In Motion just means that Root Node transforms are being applied IE: you animated the Bip01 node to move in Max/Blender -> Animate In Place is basically the opposite you do not animate the Bip01 node at all.
To get technical all sequences will allow you to use Animate In Motion(apply transforms to the Bip01 node) some will kick back errors but they will work ingame -> on the other hand not all of the sequences will allow for Animate In Place as they are required to be moving to function IE: forward, left, right.....etc -> all that that page truely lists are anims that the game engine expects to be Animated In Motion for correct functionality.
Something interesting I stumbled across a while back, is that if a creature is similar enough to an NPC (Skeletons, for example) or possibly another creature, you can simply copy-paste NPC animations into the appropriate creature folder.
For example, to make spellcasting Skeletons, I simply took an interesting Casttouch and Casttarget animation (Skeletons only have a Castself, which they use to summon other undead) and plopped 'em in. I used an animation replacer mod that replaced NPC casting animations with Lich animations, so I don't know if they were just a straight copy/paste from the Lich folder or if they were converted somehow, but they worked.
Not exactly 100% related to your question, but it just goes to show how versatile creature animations are.

Animations are nothijng but a list of Controlled Nodes and the data on what to do with them -> their ability to be nearly interchangable is 100% due to the fact that Bethesda used the Max Biped when they created all of thier creatures and npcs -> so for the most part about 90% of all the controlled nodes names will be the same -> the funkyness of some of the anims applied to different actors is mostly in size and base rotational differences from thier bind pose, so feel free to move anims around to see if they are an ok match thier presence will not hurt the game in any way at all.