i'm sure this is pretty much as simple as going through all the light sources in the game and clicking an "enable shadows" checkbox so it's really more a matter of it being tedious to do than it being particularly hard.
*MEEEEK* ERROR!

(bad joke

)
It's actually much more complex, and it's a hard coded "feature", so only BS or SKSE in 4 or 5 years can achieve this. Shadows in this game are so badly implemented that increasing the shadow-casting light sources would probably bring a three way SLI rig to it's knees.
So you understand why, shadowmapping - the technique used here, generates a depth buffer from the perspective of the light, them projects it upon the scene and whatever doesn't superpose gets shadowed. This is nice because no matter hos many shadows a light source is casting, the tax on the system is the same. But with double the sources, double the tax... And here comes BS and Crappy Implementation Man *cheesy superhero theme song* ! I can't tell exactly what method BS is using, but judging by the FPS hit, the INI settings and how shadowmapping runs, I think they're rendering a 2048x2048 (or whatever your SMR is) frame from the light source's point of view every frame. So making those three candles, the torch you're holding and the six candles chandelier over your head to cast accurate shadows, means you're rendering the scene 11 times -10 for the shadows, at your SMR, and 1 for the final frame at your screen resolution- And that includes textures (so you can get those fancy leaves make accurate shadows on the wall) and the process of changing the bright overlay that's the result of the shadow scenes projected on the final scene ten times, which not only means to do it ten times, but also have it be a gray scale file, instead of a binary matrix. (and this last bit is WHY it's hardcoded)
This equals your framerate gets divided, roughly by factors between 12 and 15 in such a scene, depending on your card. (Low end cards would just crash and send you their lawyers for exploitation...)
WOHOO!! MATHS!!!
