By trial-and-error, I've come up with this:
- In the CK, first add any information that will autogenerate code (e.g. quest aliases).
- Make dummy fragments for every case (e.g. all quest stages) by entering comments in the fragment windows.
- Rename the script to a more sensible convention.
- Close the form to generate the outline script.
- Add content to the script with an external editor.
- Add custom properties, functions, events etc to the end of the script.
- Use the CK to assign the script properties.
- Use the external editor to make changes to the end of the script only.
- Update the fragments in the CK windows only.
- Back up the script before doing something that could regenerate it (e.g. adding a quest alias)
EDIT 22-Apr-2012: editing fragments externally seems to be unreliable.
I've seen one or two posts proposing something similar, with variations.
My outstanding issue is that fragments can be generated in an arbitrary order. For example, in a quest script, stages may be in the order 40, 10, 30, 20. Obviously, that's hard to read and prone to error.
Is there any way to directly edit the fragment numbers used by the CK?

