Guides

Marvel Rivals Mod Manager: How to Install and Remove Mods

To install Marvel Rivals mods, copy the mod's files into the game's MarvelGame\Marvel\Content\Paks\~mods folder and install a signature bypass, because the game ignores mod paks without one. The Mod Manager, a tab in the free RIVALSFPS.GG app, does both for you. It reads that folder directly, so mods you installed by hand are listed the first time you open it. This guide covers where the folder is, installing mods by hand and with the app, where to get them, and turning mods off or removing them.

The folder is the source of truth. The app does not copy your mods into a library of its own or rename them to fit one, so what the list shows is what the folder holds, and a change you make in File Explorer shows up after a Refresh.

Where the Marvel Rivals mods folder is

Mods load out of MarvelGame\Marvel\Content\Paks\~mods inside your Marvel Rivals install. Only the parent install directory differs between Steam, Epic Games and Loading Bay. If there is no ~mods folder yet, create it, or press Open Mods Folder in the Mod Manager, which creates it when it is missing. The tilde is part of the name, so type the folder exactly as ~mods.

A mod in there is one of two shapes. Simpler ones are a single .pak. Others are an IoStore trio: Name.pak, Name.ucas and Name.utoc sharing one stem. All three have to keep that stem or the mod does not mount, which is why the Mod Manager groups a trio into one row reading "Mod (3 files)" with the combined size instead of listing three files you have to keep straight.

A name can also carry a suffix like _9999999_P. The trailing _P marks the file as a patch pak, which is what lets it override assets already in the game's own paks. The digits in front are not a priority you can raise: when two mods overlap, their paths inside ~mods decide which one wins, which is why moving a mod can change the result. The app prints that suffix faint beside the name rather than folding it in.

What the Marvel Rivals Mod Manager shows you

The tab sits directly under Home in the left nav rail, marked with a layered stack icon. The page header holds Open Mods Folder and Browse on Nexus Mods, which opens the Marvel Rivals mods page in your browser. The list heading holds a search box, a type filter (All types, Mods, Graphic Packs, Skin Mods, Sound Mods), Import, Profiles, a Tools dropdown and a Refresh button. Each row carries a select checkbox, the mod's name, its chunk suffix, a meta line with file count and size, then an on/off switch and a red delete button.

RIVALSFPS.GG 1,284 Online Mod Manager
Up to date v5.5.2
Mod Manager

Mods you installed yourself, read straight from the game's ~mods folder. Turning one off unloads it without deleting anything.

Open Mods Folder Browse on Nexus Mods
2 mods have conflicting assets (2 assets) — the expected winner loads and the rest are ignored.
View details
Installed Mods (2/2 active) Search mods… All types
Import Tools
Arcade Hitsounds _9999999_P Conflict

1 file · 1.4 MB

Retro Killsounds _9999999_P Conflict

1 file · 962 KB

Skin Mods (2/15 active)
Installed Mods by RIVALSFPS.GG (4/4 active)
Active
RivalsFPS - Competitive Dark Gray Graphic Pack

Installed by RIVALSFPS.GG · 22 MB

Active
Transparent Foliage — Competitive Dark Gray Graphic Pack

Installed by RIVALSFPS.GG · 2.7 MB

Active
Hide Decals Graphic Pack

Installed by RIVALSFPS.GG · 94 KB

Active
Map Compatibility + Reduced Shadows + Reduced Lights + Hidden Background Graphic Pack

Installed by RIVALSFPS.GG · 111 MB

The two rows at the top of that screen are sound mods built on the app's Sounds tab, which since 5.2.0 can also replace the announcer's calls. The two mods replace some of the same sounds, so both wear a red Conflict badge, which is covered further down. Below your own mods sit two more blocks. Skin Mods collects the character skins the Skin Manager owns, filed as their own category rather than mixed into the list above, with its count on the heading; how those work is in Marvel Rivals skin mods. Under that is Installed Mods by RIVALSFPS.GG: what the app itself put in the folder, such as the active graphic pack and the layers you applied in Graphic Pack Settings. Those rows carry no on/off switch, because the Graphic Packs tab owns them. Each one gets a button that jumps to that tab and a Remove button that hands the deletion back to it, so nothing is ever deleted out from under the thing tracking it. The blocks are there so the folder adds up: every pak you count in Explorer has a row in one of the three.

How to install Marvel Rivals mods without the app

You can install a mod with nothing but File Explorer. The steps are the same for Steam, Epic Games and Loading Bay copies; only the folder the game is installed in differs.

  1. Unzip the download first. The game loads .pak, .ucas and .utoc files, never the archive they came in.
  2. Open the game folder and go to MarvelGame\Marvel\Content\Paks. If there is no ~mods folder there, create one with that exact name, tilde included.
  3. Copy the mod's files into ~mods: a single .pak, or all three files of a .pak, .ucas and .utoc set with the same name. A subfolder of its own inside ~mods is fine.
  4. Install a signature bypass. The game ignores every mod pak without one, and what the Signature Bypass is covers what it installs and where.
  5. Start the game and check the mod in the Practice Range.

RIVALSFPS.GG does these steps for you. Import a mod or drop it on the window, and press Install on the Signature Bypass card once.

Free for Windows 10 and 11.

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How to install Marvel Rivals mods with the Mod Manager

Import handles the copy. The file picker accepts .pak, .utoc and .ucas files plus .zip, .7z and .rar archives, and takes several at once. Since 5.5.0 it also takes a .rfsound file, a sound mod someone shared. With the tab open you can also drop files or archives straight onto the window, which routes them to the same import.

  1. Open the Mod Manager tab. If the gold bypass banner is showing, press Install Bypass first, and accept the Windows permission prompt if one appears.
  2. Click Import and pick the mod file or archive, or drag it onto the window.
  3. The app stages and validates the files, then copies them into ~mods\External Mods\ in a folder named after the mod.
  4. The row appears with its switch on. A name collision comes back as a choice rather than a silent overwrite.
  5. Launch the game and check the mod in the Practice Range.

Each imported mod gets its own folder under External Mods, so a trio lands together instead of three files scattered at the root. Folder structure inside an archive is preserved, and non-mod files such as readme text and screenshots are left out.

Where to get Marvel Rivals mods

Browse on Nexus Mods, at the top of the Mod Manager, opens the Marvel Rivals mods page on Nexus Mods in your browser. The same button in the Skin Manager opens the Characters category, where skin mods are listed. Download each mod from its own page, where its author describes it and lists its files, and import the archive as it arrived. A copy re-uploaded somewhere else can be an older build, or something other than what its page claims.

The app never runs anything inside a mod. Import extracts an archive to a temporary folder and copies the mod files in, and what is inside those files is down to whoever made them. Some mods change more than how the game looks, and the app flags the ones it knows about, so read Are Marvel Rivals mods bannable? before you install one.

How to turn off or remove Marvel Rivals mods

The switch on a row unloads a mod, it does not delete one. On disk an .off marker is appended to each of the mod's files, so Hela_P.pak becomes Hela_P.pak.off, and the files stay exactly where they were. The engine no longer sees a pak-family extension and skips them. Switching the mod back on strips the marker again. Nothing is ever moved, which matters because a pak's path inside ~mods is what decides its load order. The marker is appended rather than replacing the extension so a trio's three members cannot collide on one name.

To remove a mod for good, press the red delete button on its row, or check several rows and press Delete in the bulk bar. Delete asks first and names what it is about to remove. By hand, close the game and delete the mod's files from ~mods, all three of a trio.

Two items in the Tools menu work on everything at once.

  • Disable All Mods turns every mod off, plus your skins and the app's own graphic packs, so the game runs stock. It leaves the Signature Bypass installed and goes one way only: there is no Enable All Mods beside it, because which mods were on is a set of choices you made one at a time. To put mods back, check the rows you want, or the select-all box on the list heading, and press Enable in the bulk bar.
  • Disable Bypass removes the signature bypass and nothing else. Every mod stays on disk and stops loading until you install the bypass again, so you can switch modding off without touching a single mod.

Checking any row swaps the toolbar for a bulk bar with Enable, Disable and Delete plus a selection count. The select-all checkbox on the heading is scoped to the filtered rows, so typing "hela" in the search box and hitting select-all picks only the Hela mods. The same bulk bar is how you find a mod that breaks the game, by switching half off at a time, and Marvel Rivals mods not working walks through that and the other checks in order.

To switch between whole sets of mods, use Profiles, next to Import. Save current as… saves which mods are on as a named profile, and clicking a profile later turns its mods on and your other mods off. Nothing is deleted when you switch. Skin mods and sound mods are part of a profile; the app's own graphic packs are not. Marvel Rivals mod profiles covers updating, renaming and deleting them.

Conflict detection and how it works

Two enabled mods conflict when they both contain the same game asset. The engine loads one copy, so one mod silently overrides the other. That is how a mod that works on its own can stop working once you install a second one.

After the list paints, the app reads each enabled mod's asset index and compares them. For a .pak-only mod it parses the pak's own index. For a trio it reads the .utoc directory index, because with IoStore the .pak is a near-empty shell and the real file list lives in the table of contents. Indexes only: no payload is decompressed, results are cached per file, and the scan runs after the rows are on screen so it never holds up the list.

Paths are normalized first, because Unreal mounts every project's Content folder onto the same /Game root. Two mods cooked under different project names still fight over the same runtime asset, so Marvel/Content/Characters/X and SomeSeason/Content/Characters/X compare as one key.

You get a red banner naming how many mods conflict and how many assets are involved, with a View details button that opens a paged list of the exact assets. Conflicting rows get a red Conflict badge whose tooltip names the other mods. The scan is skipped below two enabled mods, and it can be switched off under the Mod Manager section on the App tab in Settings.

Add-ons are the exception. A mod made to change part of another mod, such as tattoos or a hair color for a skin, overlaps its base on purpose, so the app does not count it as a conflict. It gets an Add-on badge instead, which says to keep both on. If the base loads first and covers the add-on's changes, the badge reads Add-on hidden and a Load first button sits beside it. Pressing it puts a ! in front of the add-on's folder name so it loads ahead of the base. The skin add-ons guide covers it in more detail.

Resolution is yours. The app never reorders, renames or deletes anything on its own to fix a conflict, because a pak's position in load order is half of why two of them collide. You disable one of the two or delete it, and the banner clears on the next scan.

The other badges on a row

A mod whose index cannot be read, from an unrecognized pak version or a damaged file, gets a Not scanned badge and sits out the conflict check; one bad file must never fail the whole scan. A stale disabled copy beside a live one gets a gold Duplicate badge, left behind when an import kept both. Its toggle is blocked until you resolve it and a "Remove stale copy" link appears on the row. Nothing is deleted for you.

Three red badges say a mod cannot load as it is. Outdated means the mod is still packaged the way it was before the September 3, 2026 game update, and the gold Fix button beside it runs the same repair as the Tools menu, for that mod only. Broken means the mod's .pak is missing, so only its data files are there and there is nothing for the game to mount. Damaged means the mod's own files do not match each other. Neither of those two has a fix in the app: the answer is a fresh download.

Two more badges come from the game itself. After you launch, each mod that was on says Loaded or Not loaded, based on what Marvel Rivals reports, and a note beside Import sums it up, such as "Last launch: 7 of 8 mods loaded." A switched-off mod shows neither. When the game crashes and the app can name the one mod it was loading, that mod gets a red Crashed badge, which stays if you turn it off. Both are covered in Marvel Rivals crashing with mods.

Separately, the app scans the whole Paks tree against a compiled-in registry. Mods the app knows can get accounts temporarily banned carry a Flagged badge with the reason and a support code. A flagged pak with no row, such as one dropped straight into Paks\ rather than ~mods, gets a red banner with a Remove button, since such a pak mounts just the same. Nothing is removed until you press Remove. If a .pak in your mods folder carries its own game config, the app shows it with a Config badge and the reason "Contains its own game config", and asks you to remove it before it launches the game (Remove config pak and launch). The app's own warning says Marvel Rivals shows its in-game modification warning while such a pak is installed, and that it can override the settings RIVALSFPS.GG applied. Whether mods are worth the risk at all is covered in Are Marvel Rivals mods bannable?.

The Tools menu, item by item

Disable All Mods and Disable Bypass are covered above, under turning mods off. The other three items:

Organize Mods

Moves loose mods sitting at the root of ~mods into ~mods\External Mods\, each in its own folder. It is never automatic, and that is deliberate: relocating a mod changes where it sorts in load order, which can change which of two overlapping mods wins. On success it flashes Open Mods Folder gold.

Update my mods

Updates the mods marked Outdated, the ones a game update stopped loading, and backs up each file it replaces first. Since 5.5.1 that includes skins the September Fix changed, which Season 11 stopped loading, and since 5.5.2 skins a game update broke. Run it on a library with nothing to fix and it answers "Nothing needed fixing". If mods stop loading after an update for any other reason, Marvel Rivals mods not working goes through the checks in order.

Remove Duplicates

Finds byte-identical copies of the same mod, such as one file imported twice, and offers to delete the spares. It is never name matching, so "Punisher Skin 2" is left alone. The item carries the count when it has one, grays out when the library is clean, and the confirm names every mod that would go and the copy that stays. This is a different job from the gold Duplicate badge on a row, which is a stale disabled copy sitting beside a live one.

Nothing loads without the signature bypass

Marvel Rivals checks pak signatures and ignores an unsigned one. That applies to every mod in the folder however it got there, so a fresh install with ten mods and no bypass looks exactly like a game with no mods at all. The tab shows a gold banner saying so, with an Install Bypass button. The bypass ships inside the app, so there is nothing to download. It is DeathChaos's work (Nexus Mods mod 2940), redistributed with the author's permission, and it installs into the game's Binaries\Win64 folder. That folder usually sits under Program Files, so Windows usually shows a permission (UAC) prompt when you press the button. The full story, including the three files it writes, is in what the Signature Bypass is.

The same gate covers graphic packs, skins and sound mods, which is why it is one shared install rather than something each tab does for itself.

What it will not do

Nothing here happens on its own. The app's automatic cleanup, the pass that runs just before it updates itself, still only ever touches files it installed, and this tab adds no exception to it: deleting a mod the app did not install is always a button you pressed. Managing someone else's mod means listing it and giving you the controls, not taking ownership of it. The app does not reorder load order, does not rename files behind your back, and does not remove a duplicate or a conflicting mod until you click the button. Organize Mods, Load first and Update my mods all move or rewrite files, and each of them runs only when you press it.

Two empty states cover the rest. "No mods installed" prompts you to import or drop one, and "Marvel Rivals not located" points you at Settings. The app is free, Windows only, supports Steam, Epic Games and Loading Bay, and updates itself at launch. If you came for frame rate rather than mods, read how to increase FPS in Marvel Rivals instead.

Common questions

Is there a mod manager for Marvel Rivals?

RIVALSFPS.GG, a free Windows app for Marvel Rivals, has one. Its Mod Manager tab lists every mod in the game's ~mods folder, imports .pak, .utoc, .ucas, .zip, .7z and .rar files, turns mods off without deleting them, and shows when two enabled mods contain the same asset. The app also installs the Signature Bypass the game needs before it loads any mod, and it works with Steam, Epic Games and Loading Bay copies of the game.

Where is the Marvel Rivals mods folder?

It is the ~mods folder inside MarvelGame\Marvel\Content\Paks in your Marvel Rivals install. If it does not exist yet, create it, or use Open Mods Folder in the Mod Manager, which creates it if it is missing and opens it.

How do I install mods in Marvel Rivals?

Copy the mod's files, a single .pak or a .pak, .ucas and .utoc set that share one name, into MarvelGame\Marvel\Content\Paks\~mods inside the game folder, and install a signature bypass, since the game ignores mod paks without one. In the Mod Manager, Import or a drop on the window copies the files in for you, and Install Bypass on the gold banner adds the bypass.

Do I have to re-import mods I already installed?

No. The Mod Manager reads the ~mods folder directly, so anything already sitting there shows up the first time you open the tab. Nothing is moved or renamed for you.

Does turning a mod off delete it?

No. The switch appends an .off marker to the mod's files where they already sit, so Hela_P.pak becomes Hela_P.pak.off and the engine stops recognizing it. Turning the mod back on strips the marker again. Nothing is moved either way, it is a rename in place.

How do I remove a Marvel Rivals mod?

Press the red delete button on its row in the Mod Manager, or check several rows and press Delete in the bulk bar; the app asks before it removes anything. By hand, close the game and delete the mod's files from ~mods, all three of a .pak, .ucas and .utoc set. To stop a mod loading without losing it, turn its switch off instead.

Does Vortex work with Marvel Rivals?

This guide cannot speak for Vortex itself. What the RIVALSFPS.GG Mod Manager does is list every mod in ~mods, whichever tool put it there, and read a file that another manager switched off with a trailing .disabled as a mod that is switched off. Whichever tool installs a mod, the game loads it only with a signature bypass in place.

What is a mod loader for Marvel Rivals?

In Marvel Rivals the piece that lets the game load mods is the signature bypass. The one RIVALSFPS.GG installs is DeathChaos's UTOC Signature Bypass, an .asi plugin that ThirteenAG's Ultimate ASI Loader, a dsound.dll in the game's Binaries\Win64 folder, loads when the game starts, so the game accepts mod paks. Without it the game ignores every mod pak in ~mods.

What the Signature Bypass is

What counts as a mod conflict?

Two enabled mods that both contain the same game asset. The engine can only load one copy, so one mod silently overrides the other. The app reads each enabled mod's file index and tells you which mods and how many assets are involved.

Can the Mod Manager delete mods it did not install?

Only when you ask it to. Every row has a delete button and the bulk bar has a Delete action, but nothing is removed automatically. The app's own automatic cleanup only ever touches files it installed itself.

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