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I don't know anything about scripts, but these models in particular literally use the mesh as a collider, so the object that you visually see (barring any transparency) is the same collider for the object once it's locked. If you download the .obj (right-click > custom > dl from url) you can mess with it in Blender (or any other 3D Graphic software).
I'm afraid I can't help with the organizing suggestion, too disorganized.
Personally I don't really bother with the "massive asset organization" myself. I'm terrible at categorizing (ex: tents go in the structures bag or the camp bag or both??? empty bottles in food bag, alchemy bag, or the camp bag?) and there's just too many assets people have imported over the years. I guess I'm part of the problem now lol.
When I'm building a map for DMing, I load through the typical cycle of asset tables (including my own now) and pick up which props I might specifically need for that particular build, kind of like grocery shopping as Baryonyx once likened it to. Sometimes in the middle of building I'll have a need for a particular asset that could work; I usually have the table in mind so I simply Expand whatever mod it's from and grab it real quick.
It's been kind of nice making the smaller example builds in each of my mods. I usually try to only utilize the objects from the same table lol.
I have this question for anybody that would like to respond. How do you organize your assets/models? I have about a dozen bags which are categories, each of those also has bags / categories. I also have various tables I go to to pick things off of. I am about ready to reorganize as things are getting a little out of control. Just wondering if someone has a good system that might work better for me.