Sorry, I didn't see your reply before posting mine above. If all you want to do is entirely disable the SE respawn system, it doesn't require much understanding of scripting. Here's the outline:
Open the module in the Toolset and open the script editor (Ctrl-Alt-S). Open se_respawn_inc and find the SE_DoCreatureRespawn function. Then add a return; on the line after the first curly brace {.
So, when that is done, the part of the code that currently looks like
void SE_DoCreatureRespawn()
{
location lLoc;
float fFacing;
would then look like
void SE_DoCreatureRespawn()
{
return;
location lLoc;
float fFacing;
Save the script (Ctrl-S) and close the script editor.
Now, rebuild the module by going to Build -> Build Module. Only three checkboxes on that widget need to be checked: Advanced Controls, Compile, and (below Compile) Scripts. Click Build and wait for it to finish. Click Done and then save the whole module. That should do it.
You will have to restart the module and play from the beginning to see the change. It's possible to inject the changed scripts into a saved game, but it's a more complicated process.
You may also want to do the same thing for the 'b' module.