Thanks very much for clarifying this part, Hanaisse, and thanks to both of you for your help! Unfortunately, I can't figure out why the dang candles are still glowing in the creation kit render window.
This is my first time using NifSkope, so I wonder if I am saving the .nif file incorrectly, or perhaps missing a step in order to import it into the CK?
1. I extracted Skyrim - Meshes.bsa to my desktop.
2. Made a set of nested folders which are identical to the Skyrim - Meshes.bsa extracted folder structure ( C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls ).
3. Opened up NifSkope and loaded the vanilla NorCatHallSm1Way01.nif file from the extracted Skyrim - Meshes.bsa on my desktop.
4. Performed the changes as directed above, removed NiBillboard node branches, Candles01_g.dds textures, BSLightingShaderPropertyFloatControllers.
5. Clicked "Save As" to save the new mesh "test5_NorCatHallSm1Way01.nif" into C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls
6. Opened Creation Kit with Skyrim as a master and no active plugin.
7. Duplicated the NorCatHallSm1Way01 static object, renamed it "test_NorCatHallSm1Way01" and then opened and clicked "Edit" to change the model to "test5_NorCatHallSm1Way01.nif"
8. Dragged the new static into the render window, and it looks the same as the vanilla static. (link )