Well .. it is fully working for the basic stuff it does!
The mod is like a tool for modders - it does nothing in game by itself as such.
The mod is used in CK to tie a number of objects together to make a complete 'fire target' in a much easier way than tying them together with links to each other manually.
The thing is, I have included a campfire 'fire target' in the mod but have used the mod to make other 'fire targets' in testing - brazier, lighthouse light fire, giants campfire and I was looking at a torch sconce too but had no time to test it.
I have put a property into the mod for 'fire targets' to be able to be lit from the 'Flames' spell but not scripted that yet - it was not easy to figure that out so in this first version of the mod it is not used.
What would be real nice to refine the mod would be the addition of a 'flint and tinder' object that could be in the player inventory and I could easily script in that if player had that, then they could use it or a torch to ignite the 'fire target'.
The mod does not need lightable torches as such but they could be made as a seperate mod - torch on model / torch off model and triggered by my mod - but I think the torch item in game already can be switched off or on - so I may need to look into that.
The models for on off candles are in the game already I think but, again, I have not yet tried them out.
One last thing that would be superb is a ligthable and equipable lantern! This could be a seperate mod or integrated into my mod fairly easily - I just need to look into models again.
I have 3d studio max and may be able to make some models myself to add to the current mod.
I really want to get the mod as it stands out to you guys for you to play with it and see how it works.

Later, I plan to go through that list of additions as a way of possibly updating the mod. I have already looked at the 'flint and tinder' idea and would be able to fairly easily add this - depending on how I do model - from an existing CK model or made from new (3DS max - converted).