@Psymon
Python 3.2 is included. No need to install anything other than Bash3k-PreAlpha1.zip.
Mods tab is the only thing (partially) implemented. The rest of the tabs are simply placeholders so that the drag and drop reordering can be tested.
Current speculation is that Update.esm is hardcoded to load immediately after Skyrim.esm. It was probably done this way to minimize network traffic through Steam. Since it is hardcoded, the file is hidden by the official launcher (the reasoning being "the user can't do anything meaningful with it, so lets pretend it isn't there").
@Inverness Moon
We always welcome contributions. That said, Wrye Bash is fairly entrenched at its current svn. I'd say the odds of it being moved to a new repository are pretty low. The other team members may having differing opinions though

I don't want to discourage you, but I do want to warn you: Bash3k is a huge transition in the code base. You may want to wait until the dust settles a bit before you get started. It's up to you. Depends on whether you want to work on a relatively stable, relatively mature code base, or whether you want to get in while everything is still mercurial.
What I generally recommend for potential contributors is this:
- At first, email/PM/etc any patches to one of the team members so they can give it a glance over, and then they'll commit it for you. Most of our contributions are accepted in this manner. It works well enough for sporadic contributions.
- If the contributions are frequent enough (or large enough) that this becomes annoying, and the team members trust your code, you'll probably get named a team member and given full access to the svn / release page / etc.
@Lojack
I'd love the help. It may be a bit premature, but that's probably just be my pride talking. I was wanting to get all the frontend functionality in place so that ya'll wouldn't have to try and grok the gui factory.
Once the widgets finally behave themselves, basher.py should rarely need to be touched or even looked at.
What I'm working on:
I'm not happy with how some of the communication is handled between the gui and bashim. Specifically, I want to rework how data is pushed from the backend to the gui layer, and how refreshable data is pulled from the backend to the gui. There's also some issues still with binding keys. The existing interface for binding keys to arbitrary events isn't working properly for list items, so context menus can't be reliably set. I may have to switch out the ttk.Treeview widget for something a little more customizable...I don't see how I can add an image checkbox (which is why it currently uses a background color + status text instead).
Other areas that are open (just examples, plenty more to do than listed):
- Designing the other tab UIs within the new data-driven framework.
- Designing the new mod edit window. At a minimum it should allow the same editing as the previous mod detail pane.
- Designing the UI to control the profile system. Most of the profile stuff is roughed in, but there's no way to create/delete/switch/rename/reorder profiles outside of the ini files. This should probably be accessed via the toplevel menu rather than a new tab.
- Design/implement a UI to control the grouped app buttons. Should support creating lnks, grouping lnks, ungrouping lnks, deleting lnks, reordering groups, setting default lnk in a group, etc.
- Designing an extensible/reusable bashed patch window.
- Implementing the backend for each tab after its UI is in place. This will involve a lot of copy/pasting, but all the copied code should be reviewed as it is adapted to the new framework. Tedious.
- Add in string translation support. Difficulty: ensuring there are no unicode issues. Not too difficult with Python 3.2.
- Add in a help system. Difficulty: writing all new docs.
- Add in a "Tip of the Day" startup window.
In any event, please do look at the new code design and let me know what you think of it. If you want, I'll write up a quick and dirty doc going over the general organization and design decisions.
Once the Mods tab is fully fleshed out, the rest of the tabs should go a lot faster. All the major widgets will have been written, and all the communication protocols will have been decided. Fleshing out the UI of a tab or window is actually fairly straightforward now.