While it is an option to manually Replace lights as ModeLib scenery library objects since MSFS default light placement is more sparse than is likely in real life, one would still need to resolve the visibility distance issues if used instead of light "orbs".
But, as much as Asobo dislikes the idea, we may need to use the big non-textured Face trick to ensure distance visibility of light models.
It would also mean more work.
Assuming one resolved the distance visibility issues, the quality of GIS vector data I have seen for Norway is among the highest of countries with web portals, so one could utilize 'cadastral'-type data sets to yield results for features such as lights that are more detailed and accurate than MSFS default scenery.
But that is peripheral to the primary focus on making scenery in the immediate vicinity of ENKH, and may involve some learning to work with vectors and importing them into MSFS SDK DevMode Scenery Editor.
SBuilderX has the ability to work with ESRI SHP files that can be imported to MSFS DevMode Scenery Editor as 'primitive' vectors.
One can simply assign updated and fully MSFS SDK compliant attributes to the vector primitives after they have been imported.
I make the case again for further exploration of how the MSFS default lights are placed, extracting the data, and using it to Replace the lights separate from other vector objects such as TIN Photogrammetry.
This could be done with a goal to work around exclusion of default lights by the Vizipok G-Polys.
Alternatively, edited copies of the Vizipok G-Poly "Objects" placement BGLs could be made after review of assigned exclusion attributes in the de-compiled XML code, which may prevent clobbering of MSFS default lights.
In that scenario, the extracted data set would otherwise not be different than the MSFS default, but placed separately from other vectors.
PS: Have you considered disabling Vizipok Kristiansand-1 G-Poly add-on at Night only, to allow MSFS default to show (with lights) ?
Even if you place miscellaneous street lights around the city, you would still be missing lights on buildings, including illuminated windows.
AFAIK, this may be the method others use, and they only replace few major landmarks around cities to be seen at night by local explorers.
Tomorrow (Monday) I planned to take a look at the details of the (above) de-compiled XML to see what may be done to save some work.
https://www.fsdeveloper.com/forum/t...try-excluding-night-lights.459941/post-933352
Thus far it seems default street lights / other vector data / TINS may be placed via CGL files that we may
not yet be able to de-compile ?
GaryGB