They are now resources to be stored in bsa files rather than in esm/esp files.
And when you make changes in the Creation Kit, it actually changes the ORIGINALS, instead of saving the changes to your esp ..
So, what is the best practice for dealing with this new system?
The couple of threads on this topic suggest making new scripts where possible.
But what if I need to modify an existing script, say because I am modifying an existing quest?
Should I now - every time I am about to make a slight change to a quest - quickly stop, find the file, back it up. Then make the change, compile it?
And this is where I get really lost ... I am uploading my mods to both the nexus and steam workshop.
I also want to be able to work on several mods at the same time.
If I want to work on several mods at the same time that change the same script, I have to swap out the correct version of the file each time????
And as for uploading mods - for the nexus, need to include an archive, say 7z, that contains an esp file and either the pex file in the right subdirectory with my script, or a bsa file that contains it? Which also means the mod cannot simply be deactivated via the normal launcher - either the player has to delete the bsa or pex file or they have to be using Nexus Mod Manager which will do it for them? (If the script is overriding an existing one).
When I go to upload to steam from the Creation Kit, it tries to add the source file to the archive.
Shouldn't it be adding the compiled one???
Finally, does the Creation Kit create a *.bsa file that I can just upload to the nexus immediately after?
Thank you if someone can help me!

That makes sense. I realise now you're not supposed to put version numbers in esp file names, even on the nexus...