Hi,
It seems I have some news!
Somewhat good news first;
I have made and duplicated 'fire target' in a seperate mod - the older one I am working on. With the original and the duplicate 'fire target' in place and skyrim running, testing confirmed that BOTH 'fire target' work independantly.
So, now we have the bad news;
I did not use the PIEMod as such - just the 'trigger' script from it!
The script, though somewhat badly constructed due to my lack of knowledge of Papyrus, actually works.
What I did:
Spoiler - Copy working script from CK to text document (save for later use)
- Restart CK (you can use text document uploaded at usual place linked below)
- Load up Data > skyrim and my older mod (no fire targets as in PIEMod)
- Set up the six message - ignite / extinguish both with yes / no
- Set up objects to use as 'fire target'
- Set up trigger
- >Create Trigger>New>aaaFireTrigger
- Edit trigger (double click it)
- Use trigger script tag
- Add Script>New>aaaFireTriggerScript
- Edit Sorce of the new script
- Copy script from the text document
- Paste script to the new script (alter name in script to fit)
- Save script / exit / exit trigger edit / save mod
- Re enter trigger edit and choose script tag again
- Now set the script properties to match the 'fire trigger' objects / messages
- OK out of trigger edit and save mod
- TEST IN SKYRIM
- It works so
- Duplicate the 'fire target' and move to required spot
- TEST IN SKYRIM
It all works!
Why is this bad news?
Because it confirms that the way I made the PIEMod was incorrect.
Maybe the PIEMod can be made to work as intended - as a tool for creating 'fire target' to transfer to another mod.
For now, I will be using the script only in my other mod. (The script + fire target system + duplicating does cut down time making individual targets.)
I have not given up on PIEMod just yet and I am waiting on communication from others that may help.
The one thing for certain is that, as it stands, the PIEMod is useless!

Somehow though, I feel I have made progress!

Now, if you want to try it out, the spoiler roughly outlines how to use the script in a separate mod (read the V003 documentation to get how it works). The process looks a bit long and daunting, but once the script is in the mod, you need only use it from the CK not the text document - making initial 'fire target' is longest part - making duplicates is much easier.
The initial 'fire target' I made (in the separate mod) took about ten minutes as I had to copy the script and make the new messages. The duplicate took about one minute to duplicate then move to required area.
Any way, it kind of works as shown in
this video (will link very soon when it uploads). the 'FireTargetInModTestVIDEO' in the usual place (linked below).
Thanks for the inspiration and continued support. If I can get this to work as a mod, I will.
For now, the script as a text document is uploaded in the http://sourceforge.net/projects/playerigniteext/files/!
Now some notes:
It seems that the PIEMod to date is an utter failure and this may be true!
The approach to the mod was or is maybe a tad wrong.
I need to better understand Papyrus.
The mod documentation could use a bit more attention (!).
All that said, I have learned a lot from this (ongoing) 'project'.
Once again, thanks to all involved. It is only through encouraging others, constructive criticism and a bucket load of patience that we will see great results come from the CK. (it may take me a while to 'catch up' though!)