What are you attempting to do?
1: Just edit a script of an exisiting esp? Just select that esp as the active plugin in the CS before clicking on open. Then edit and save.
2: Make a new esp, that contains a script copied from another esp, but is otherwise unrelated? If so, just rename the esp file's name to what you want, and work on that esp.
3: Make a new esp, that patches a script in an existing esp? If so, the easiest way is to just edit the script in the original esp (#1). Then, when you're finished, you open it is TES4Edit and copy the script as override into a new esp. Then restore the original esp. The new esp is now a fully working patch for the original.
Thanks for taking the time to answer my questions.
#3. I'm making a new esp, that patches a script in an existing esp. I am a new modder, so I'm learning how to troubleshoot scripts. Given that I will be making a lot of changes before getting it right, I wanted to streamline the process. Since I'm running the CS from Bash, after I make a change to the script in the CS, is save and exit. Which brings me back to Bash. Then all I need to do is re-add the master to the patch and launch Oblivion. It turns out not to be as bad as I thought.
Currently, I'm making a patch to the mod StartChoices. I'm adding the ability to read defaults from an INI file using your scripts as an example. I was impressed by the way you use loops in your code. Thanks to OBSE, It makes the code much more readable.