The instructions had me bewildered for a bit, as there is no "master" setting or enable/disable feature under the Enable Parent tab, but I eventually set up a generic X-marker, attached the script to that and was able to use the Select Reference in Render Window under the Enable Parent tab for the lanterns.

There are a total of six items I'm trying to control, or rather, two groups of three items each:
CandleLanternwithCandle01 <- this is the base lantern
FXGlowFillRoundMid <- a glow suggesting atmosphere
SLightCandleStreet01 <- the actual illumination effect sphere
By jiminy, it worked! Well, sort of... I arrived at the house at 8:35am and both lanterns were gone. Oh, I see, by disabling the base lanterns with the script, they disappeared.
Back to the drawing board, er, CK. I saw a checkbox on the lantern editor marked, "Turn Off Fire" so I checked that, saved, and tried again. Nope, that would be too easy.
So next I simply deleted the reference to the controlling X-marker.Well, alrighty then! The glow and illumination switch on and off right on schedule, and the lanterns are there... and the candles are lit at all times.

Now I'm thinking I'll have to add additional lanterns superimposing the existing ones, but with the fire-off box ticked. Then link both types to the X-marker again, but with the "fire-off" ones' Enable State set opposite the X-marker. So at dawn the lighted lanterns disappear as the dead ones appear.

Does that make sense? I've got the glow and illumination working as intended, but I just need to snuff the candles at daybreak, and relight them at dusk as well. Am I missing a simpler, more elegant solution? Let me know if there is!



That I have to add a second object (in this case a lantern, or in others, a candlehorn or what-have-you) that isn't lit and alternate the two objects in the same space? It's just that the lantern is dead, or inert, in the CK, but the flames appear in-game, so it's a bit confusing.
And I have a fridge full of 