Just curious, were you able to use what I've decoded so far for the ESM/ESP format to extract basic info for the mods? The TES4 record is almost the same as before, so it shouldn't be too hard.
It'll be easy to extract, but I haven't gotten to that point yet. Your info will be very helpful.
To be honest, I really haven't gotten that far into the backend. I'm still doing work on the basic architecture of the redesign, reimplementing the various widgets in a generic enough manner that they can be reused across the various games, and working around various shortcomings in both ttk/tcl and Python's interface to ttk/tcl. At this point, it's still more about the design decisions than the actual code. I've also been playing with UI designs...for example, the mod detail pane on the right side of the mods tab is gone, but there will be a brand new mod-edit window available that contains all that data + more (think TES5Edit-like capabilities).
I'll be posting the Bash3k source to the svn before I start trying to package it for release, so you'll get to see how much everything has changed. The backend, when it exists, will be an almost exact copy/paste. The frontend and new intermediary layer will be completely unlike the existing code.
Btw, has anyone figured out what is going on with Update.esm not appearing in the data launcher? Do we know if it is even being loaded by the game? Cause it isn't being loaded by plugins.txt, and if there is a new mechanism for loading mods, we kinda need to know about it
