the crane wires have a morph as well as a texture transform. there is no way you can actually edit those morphs afaik. I tried my damnest with that very nif to hack custom morphs into f3, exporting my own via civ4 plugin, I've done them for oblivion, but it's a different beast in F3. Saiden storm might have a way or something, but I dare say he'll basically say forget it.
if you can create the effect you are after with just texture transforms alone, it's a piece of cake. easiest solution would be just to find a object that has one and paste your nitristripe/shapedata over it. then edit away.
the p-sys is do able as well. I have had enough trouble with taking them out of their nif and into ones I've made, and found it way easier to paste my stuff into nifs containing the psys that I want to actually use. they are controlled on and off via the controller sequence that's playing. you can copy and paste them in and out of other nifs, but because they have that string index in the niheader, things get renamed and it stops working. if you are patient enough you can reset them up so they work again.
then you will have figure out how to get an anim sequence in there and to target those 2 types of anims, so you can control them. to get the sequence together will be the hardest part by far. might be easiest to to build this nif off a very basic animated nif, like a door. you could also think of using blender to animate proxy objects, so your sequence targets the right nodes, and export a kf, and attach the sequence via nifskope then edit it from there. but might not be that useful as the sequence will have to have custom nitransformdata anyway, so you may as well just do it all by hand in nifskope.
It'll be a pretty hefty amount of brain ache
I know that's not very helpful, and confusing. there isn't really a tutorial that'll get you through this one. i