Thank you for the help, Mr. Brasher. I did take your advice about opening up the vanilla ruins and studied them extensively (all of them). I was able to create an Excel spreadsheet with worksheets for ambient, blue/green and intense lights. I categorized general areas and objects like doors, corridors, etc. and flagged each blue & blue/green light I encountered in each ruin. From there I extrapolated for silver, evil, creepy, white, etc. I now see where I'm going wrong with my own plug-in. I assumed (based on real-world logic) that each light must have a corresponding source. During my study of the 'vanilla' ruins, I noticed several instances of intense lights over rubble piles with Welkynd stones interspersed. It appears that the Bethesda/Zenimax design team lit up the Ayleid ruins based on the premise that the stone was manufactured on site like concrete block with Welkynd stones mixed in as an aggregate. The presence of numerous ambient light sources in these ruins would indicate that the walls and other structural elements would have glowed with a soft magical light and the exposed welkynd stones would add more intense accent light for workspaces. With this in mind, I'll rework my lighting plan accordingly. Once again, thank you. P.K. McGowan