just a quick response, applies to the standard skeleton.
Name the Biped COM node "noBip01".
All other Biped bones making up the Novalogic standard skeleton need to be named BNxx, where xx stands for a unique number. For convenience you may add a name, i.e. the Pelvis would become "BN01 Pelvis".
No hinges, no attach points or something for the Biped bones.
Keep in mind that NL's AI/Player skeletons have no fingers or toes. So just name these i.e., "noBip01 Finger01".
A picture of the standard Biped skeleton used by NL can be found in the SuperOED manual found in the JO development tools package.
If you want to do characters as they are made by NL and others, you shouldn't use static meshes. You should use the skeleton, the mesh and the so called "Physique modifier" in 3DS Max and make it a skinned mesh, where the mesh vertices are bound weighted to bones. But that will require you to use Max 5 and character studio because the exporter provided by NL's "dfbhd mod tools" won't run on Max 6 and up.
It's more work, so I guess it depends on how enthusiastic you are ...
Edit: The naming Syndrome described is for static meshes, means the bones are not detected as bones by OED because of the missing BN. By removing the BN they turn to mesh objects, from OED points of view. It should work this way but I'm sure it is not the idea behind bone driven character meshes.