Alright, might as well say i have no experience whatsoever...
first of all, when you say to rig it exactly like the model of whatever it replaces, what do you mean? Would I have to change the bison whos form I like and would rather not change? =)
second of all, how do I rig it to the animation in the first place (ive never even touched animations before). Does it or the bones attach to the mesh(es) somehow? If it does how do i connect it/the bones to the mesh?
Lastly so far, are there any steps to get the resource to not crash the game, like leaderheads would if you didnt go through nifskope/viewer?
Thanks
Ok, i think it is hard to explain, if you have no experience at all

but let me try, at least to give you a starting point.
I assume or request that you use blender...
You need to import the resource nif you want to use and your bison.
The animation is seperate from this file, but: the animation makes use of transforming the armature (bones) included in your nif. a mesh is linked to a armature, otherwise the bones have no influence on the mesh.
And the connection between animation, bones and mesh are the "vertexgroups"
Blender has next ot its "ObjectMode", "EditMode", "VertexPaintMode", etc. a mode called "WeightPaint".
This mode will display you (using different colours, like a heat camera

) which part of a mesh (exactly, which vertices) are rigged (weighted) to a certain bone (vertex group).
So, if you import a firaxis unit, which animation you want to use, like the horse resources. (havent done that yet! so i dont guarantee ths will work)
You select the mesh of a horse and have a look at his vertex groups (a normal warrior mesh e.g. has BIP Head, BIP Left Forearm, BIP right tigh, etc.). as the names indicate, a vertex in one of those groups will be connected to a bone. the weight from 0-1 tells you how much the vertex will follow the transformation of his weighted bone. (if you have 1, the vertex does exactly the same movement, if you have 0.5 it does it halfway, if you have 0.5 BIP Forearm and 0.5 BIP Upperarm, then it will do the "intermediate" movement, etc.).
And with rigging it exactly like the animations mesh you want to use, i mean:
If the Horses Head vertices are weighted to the head bone and you want your bisons head to do the same movement of the horses head in the animation, then you will have to look for geometrically corresponding vertices and weight them to the BIP Head group (or whatever it is called in a resource file) in a way it is done with the horses mesh. you will do this with all groups. make sure every vertex is assigned to a group!
You can do this visually by using the weight paint mode and having connected the two meshes (your bison and the horse) before. so that the bison and horse are one mesh (not necessarily at the same spot, otherwise it will be hard to modify

) Because then, when you click weight paint and select the mesh, you will have the colours (none on your bison yet) at both meshes. then you can use the "weightbrush" to paint the weight on the mesh or you go to editMode and do it manually by selecting a vertex and setting his weight in the small menu beneath the vertexgroup selection.
So, hope that helps, it was a long write up, so i hope you will at least try it
If you do not know about blenders interface: blender3d wiki ! (and for more information "from noob to pro"-tutorial in the blender3d wiki books section

)