Editing KotOR models themselves is hard to do as a tutorial since it's just general modelling work with vertices, edges, and polygons. I'm not saying it isn't possible, but it'd be more of a long list of how to do specific tasks, I think.
As for exporting the models, that's easier to handle. When you import a KotOR model into 3DSMax, you'll see a green wire-frame rectangle in the scene, usually centered around [0,0,0]. This will be named the same as the model you imported and is called the Aurora Base, from which everything else in the model is linked/a child of.
When you click on the Aurora Base, a lot of stuff can show up in the pane on the right-hand side of 3DSMax depending on which tab you're in. If the right-hand pane is in the first tab, you'll be able to just change the model's name. If you're in the second tab (should be called "Modify"), you'll have a lot more options, such as animations, export directory, and export options.
There should be a checkbox in the export options that says something about sanity checks. Make sure this checkbox is turned OFF. Then there should be two export buttons if memory serves. One exports the model and the animations, if any, and the other just exports the model. Pick whichever one is appropriate.