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No Mans Sky: Base Builder for Blender

A plugin for Blender to help build bases in No Mans Sky.

  • Build bases for No Mans Sky using proxy representations for building parts.
  • Complete freedom of movement when placing building parts – use Blender manipulation tools to translate and rotate base parts wherever you want.
  • Define presets to build complex items quickly. Share or download presets online.
  • Save and Load bases.
  • Import and Export base data compatible with the No Mans Sky Save Editor.

Right Click -> Send To -> NMS BAT .pak

Just some scripts to make modding stuff easier for those that prefer modding like me.  I use these an image editor and Notepad ++ for the most part.  Its a blend of CMD, vbs, and powerscript

send to psarc_UnPak_here == use on individual .pak file to extract them and create a psarc repackable files_list%paks name%.txt
using this script places the files_list.txt into the same directory as the pack.

send to psarc_UnPak_folder == same as the previous one except it places everything into a sub-folder with the packs name.
use this one mostly if you have a mod where there are multiple .pak in a single folder

send to psarc_RePak == use on the files_list%name%.txt to repack the .pak
it will use the name of the original pack file plus ” _random#” to name the .pak file
you can also manually create a files_list_%name%.txt for any new mod you wish to make and it will pack it
*note if you make a custom mod .txt the name must contain no space so replace with the “_”

send to psarc_GAMEDATA_UnPak == use on GAMEDATA or PCBANKS folder to extract everything in PCBANK
(IMPORTANT: I still give the some credit for this one to GaticusHax cause he thought extracting the PCBANKS first)

I took his idea and changed it quite a but by adding some validation, a fully psarc repackable files_list.txt,
it now gets extracted into its own folder, and confirmation for when it finishes since it takes so long.

This last one places the PSARC_Extract.xml to the GAMEDATA folder.
This also extracts everthing into a folder called PSARC_UNPACKED located in the GAMEDATA folder.
Finally places the psarc repak ready files_list.txt into the PSARC_UNPACKED folder.

you must keep the files in the pack together in the same folder and in the right structure

Batch MBIN Processor


This tool allows you to batch extract, decrypt, edit, and repackage files for the game No Man’s Sky using MBINCompiler and PSARC.

Example mod and presets are included to get you started.


Special thanks to monkeyman192, theFisher86, and those helping them for making tools like this possible.

About Merging:

Certain mods can’t be concatenated with the merge option.

  • Instant Button Reaction
  • More Ships Per System
  • Photo Mode Unlocker
  • E.T. Ecology
  • For Science
  • Any mods that can’t be compiled with MBINCompiler

To merge mods, you need to use both the –merge and the -f flags to force new PAK file creation. Some mods being merged may make the game crash because their keys are being reconciled automatically. If this happens, you can try renaming the mod you prefer to have first priority so it comes first alphabetically inside the BMP directory.


No Man’s Model Viewer

No Man’s Model Viewer is a model viewer created to preview No Man’s Sky 3D Models. It also supports animation playback and also a custom Procedural Generation procedure which tries to emulate the game’s behavior during the creation process.

You can find the source code of the project in my repo :

For basic functionality, usage, features, issues and stuff please refer to the repo wiki page:

Email me for any issues or suggestions: [email protected]

No Man’s Sky Mod Manager

This is a simple mod manager I created.

If needed, all you need to do is locate the No Man’s Sky folder (for example C:\Program Files (x86)\Steam\steamapps\common\No Man’s Sky).

It should work with both the Steam version and the GOG version but has only been tested with the Steam version.

NMS Mass Tool Collection – Easier Extracting and Importing

This utility’s purpose is to grant you the power of being able to extract and (re)import No Man’s Sky’s core files with only a few clicks of the mouse; without having to manually input extraction/importing script codes in command interfaces.

– Utilization of QuickBMS extraction.
– Automatic compilation of extracted files .txt list that is required for (re)importing mods.
– Extract multiple .PAK archives simultaneously.
– Automatic execution of extraction and import scripts through the use of custom batch files.

More info about NMS Mass Tool at Nexus Mods:

PSARC Decompile tool

^^^ Tutorial above ^^^

This is used to decompile the .PAK files located within the game. They are actually just renamed .PSARC files. More documentation about these kinds of files can be found HERE.


Below are the params for using this utility. Remember, its command line, and a modders resource. You CAN mess up your game with this.

  • usage:
    psarc verb [options] [file…]
    psarc –xml=XMLFILE
  • verbs:
    create Create an archive. (default)
    extract Extract contents of an existing archive.
    list List contents of an existing archive.
    dump Print detailed info about archive for unit testing.
    verify Verify an existing archive’s structural integrity and
    ensure that all files can be decompressed.
    dtd Display a DTD describing psarc’s XML input syntax.
  • general options:
    -h, –help Show this help message and exit.
    –version Display version and exit.
    -d, –debug Debug: Show debug messages.
    -v, –verbose Verbose: Show additional progress. (default)
    -q, –quiet Quiet: Don’t show any progress.
    -y, –overwrite Overwrite existing files when creating/extracting.
    –xml=XMLFILE XML list of actions to perform.
  • create options:
    -oFILE, –output=FILE Archive filename to create.
    Inputfile listing files to archive. Consider
    –xml instead, which gives you more control.
    -m, –mself Create a PSARC-MSELF hybrid file for PS3, which can contain
    encrypted special files like SDATA, SPRX, and SPU SELF.
  • –zlib Use zlib when compressing. (default)
    –lzma Use LZMA when compressing. (usually for PS3 PSN)
    –level=N Compression quality. 1 is fastest, 9 is best. (default = 9)
    -N, –nocompress Store all files uncompressed in the archive.
    -bBS, –blocksize=BS Use blocks of size BS. (default = 64KiB)
    -jJOBS, –jobs=JOBS Compression threads to run at a time. (default = number of CPUs)
  • -sREGEX, –strip=REGEX Perl-compatible regex specifying a prefix to strip
    from the pathnames stored in the archive. This may be
    specified more than once. (default = current dir)
    -S, –strip-all Strip all paths from files stored in the archive.
    -a, –absolute Make the paths within the archive absolute.
    -R, –relative Make the paths within the archive relative. (default)
    -i, –ignorecase Make the archive directory case-insensitive.
    –exclude=WILDCARD Wildcard specifying files to exclude.
    –skip-missing-files If set then ignore it when a file cannot be found.
    –mergedups Compare the content of all files, and merge identical
    files so that only one copy of the data is included.
  • extract options:
    –input=FILE Archive to extract files from. (default is first file argument)
    –to=DIRECTORY Directory to write extracted files to. (default is current directory)