First, can you make a default basic light with no mesh?
I have no problems making those types of lights. I can make 'em and place 'em all day long with no problems at all.
If you can furnish me with a repro plugin, I can offer to look into the save issue. The CTD that occurs when placing a new light reference has already been fixed for the next update to CSE.
Looking forward to that update. Out of curiosity, would plugins created with the CSE require OBSE in order to work if no OBSE functions are used?
http://www.4shared.com/file/_WfPHZsU/JDFwelkydstone03Light.html that uses the Welkynd stone and can be used as a light source (I copy\pasted the Welkynd stone tristrip into the CandleFat.nif and removed the flamenode and candle model ( as well as the NiControllerManager that controlled the flame since it was removed) - I did a quick check in game and it was working - If you have any problems with it PM me and I'll see what I can do.
Not sure why the original Nif will not work but it seems (probably something in the NistringExtraData or something -- as it has no havok collision in the Nif but in game does move so they nust be doing something different with it somewhere.
Thanks for the .nif!
Tamira over at TES Alliance made a similar one for me. Oddly enough, I can get both into the CS as light objects and save the .esp without a crash, but the CS still crashes when I try to add either one
directly to a cell. However, If I add a vanilla light to a cell and then use Search & Replace to add yours and/or Tamira's, it works. Once I get just one of them placed in that manner, I can drag more into the render window without any problems. A nice little workaround.