Read this guide to add primitive collisions to a static mesh and export to the CreationKit.
Starfield\Tools\ArtTools\BGS_Starfield_ArtTools_a.b.c.d.exe installedThis part is complicated, you can make collisions with the following objects, in escalating amounts of cost.
You can use multiple primitives to make up the collision of an entire object. A handful of boxes is still very likely cheaper than a mesh collision.
For this tutorial, we're going to take a very simple table mesh and add collision to it. It's not pretty but it gets the job done!

This mesh has the following structure where the legs (BestTableEverLegs) are linked to the table top (BestTableEver) which is then linked to the TestExport which is the name of our export config for the FBX:

c_TableTopThe naming of the collisions for statics hasn't seemed important so far, but it is a convention that dates back to at least Skyrim.
When creating the primitives (sphere, capsule, cylinder & box) try not to convert them to Editable Poly/Mesh. This can break the transform and scale of the collision.

c_TableTopLeg01, c_TableTopLeg02, c_TableTopLeg03 & c_TableTopLeg04The collision primitives can overlap with no problem!
It should now look similar to this (where the table is covered with more basic boxes).

BestTableEver, so the full structure should look like below. It's imperative all children of the main mesh are at the same link level.
BestTableEver and ALL of the collision meshes (the meshes prefixed with c_
In the menu bar, choose Havok Content Tools → Physics → Create Rigid Body with Proxy(s)
The BestTableEver object should now have the Rigid Body modifier and the collision meshes should have the Shape (aka Havok Shape) modifier
Check each collision mesh, click the Shape modifier and ensure they have Shape Type set to Box

BestTableEverLegs object and in the menu bar, choose Havok Content Tools → Physics → Create Rigid BodyCollision materials will allow you to define how the surface of the mesh reacts to bullets and what it sounds like to be walked on. You can assign each collision mesh a single collision material.
Our table legs are metal, so we'll assign a metal collision material to those. The tabletop is wood so we'll use a wood one for that.
The steps are the same for any collision, you just change up what material you want to set it to.
on the right side of 3ds Max

If you do not see anything listed under Default Materials it is likely because the INI for the Bethesda 3ds Max plugin isn't setup/set properly. Follow Setting up 3ds Max 2021 to set this up.
c_TableTopLegs00, c_TableTopLegs01, c_TableTopLegs02 & c_TableTopLegs03)
and CollisionGroupc_TableTop but set Default Materials to WoodHeavyLastly, we'll export our collision and test it out. This assumes you know how to get NIFs into CreationKit.
