Another option is to use Bash's Export/Import script feature. It exports all scripts in a mod to a series of text files that you can then edit. Then you can import those files back into the mod. However, like TES4Edit, this won't compile the scripts. You'll have to open the CS and go to each changed script and save it again for it to compile and work in game.
It will be easier with shadeMe's CSE once its released since you can just hit Recompile All. He patched it to only compile scripts in the active mod.
Thanks for the WB options. I was unaware. I'm waiting for CSE as well. Maybe I will PM ShadeMe. :celebration:
By the way, Is CBash v0.4.1a public? I'm not asking for it, I just haven't seen any documentation on it.
Nevermind, I just saw the sorceforge page. It's not something I need to know about, other than it will make WB load esm/esp faster.