Pretty sure my Vivic Textures are Connary's, I do use the ambient occlusion effect from ENB series however, which may answer why there appears to be an indirect light source........as for your issue in that other thread, it is definitely occuring in my game as well, the Cantons appear to absorb light from lanterns/torches near corners, which is quite an odd issue, I wonder if it has something to do with how the textures are mapped to the mesh, or if its a mesh issue to begin with?
OT-http://img41.imageshack.us/i/mgescreenshot67.png/
What I marked as specular reflections in your previous shot, it is a horizontal white line appears as a reflection. With your new shot, it is moved and now it slices the screen diagonally, like a light shaft. Can be seen left to your character.
I didn't know enb can do indirect illumination with Morrowind. I could only activated AO with Morrowind. Now it is interesting, I was about to dump ENB(for PK's shaders). Now, it might return to the game.
Most probably, I am looking too much into things and Connary is an awesome texturer.
The lighting problem, I'd noticed it, when I was trying light tweaks.(I've achieved some very good results, but have to scratch it, after I encountered same issue with some places of
terrain too.) I think the issue is how polygons connect each other. Where a polygon face stretches enough, engine can't calculate the position of the light to lit it, IMO(I remember a comparison shot of an interior wall with high face count to vanilla, claiming the lighting is better. I searched for it but couldn't find it.). Increasing faces of the Vivec base mesh could give the answer.