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But you can check what plugin is placing the lamp there with More Informative Console:
https://www.nexusmods.com/skyrimspecialedition/mods/19250
Or that you have a patch that does it correctly, and then placed another patch below it, that undoes the changes because it was made for something else, without LoS II in mind.
The patch is a setup type installation so that means I can choose what patches I can add and what not to patch out, I have at least 2 ELFX and the LoS ll that is all. Ill try using the MIC mod you have provided and well Ill see from there whats the issue.
Here are the images:
https://www73.zippyshare.com/v/GPuheQSR/file.html
https://www73.zippyshare.com/v/qidtobhz/file.html
https://www73.zippyshare.com/v/Qm6fewil/file.html
https://www73.zippyshare.com/v/2FQJhXJb/file.html
City's of the North
Which patch collection is it?
This is the patch collection:
Cities of the North - Falkreath Patch Collection
https://www.nexusmods.com/skyrimspecialedition/mods/56734
Then rearrange your load order so that the correct patch goes last.
Worst case scenario, you have 2 options:
A) Open the console, click on the offending object, and use the command 'disable'. Then, if the CORRECT object disappeared, use 'markfordelete'. If you disappeared the wrong object, type 'enable'. You'll have to do this every new game with every floating lamp. Make a save before you do this.
B) Make a custom patch, and edit the position of the lamp in Creation Kit.
The amount of patches when dealing with city mods can get a bit much.