Troubleshooting

Marvel Rivals Mods Not Working After Update: Fix It in Order

If your Marvel Rivals mods are not working, check the Signature Bypass first: without it the game ignores every mod pak in ~mods. After a game update, also check whether your mods need repackaging. Then work down the causes below, which are in the order that is quickest to check.

Checked October 12, 2026 against RIVALSFPS.GG 5.2.0. The September 3, 2026 game update changed how mods are packaged; mods packaged the old way show an Outdated badge in the Mod Manager.

Marvel Rivals gives you no error when a mod fails to load. A mod that is not loading looks identical to a mod that is loading and doing nothing visible, so guessing costs time. Each section below starts with the check that rules its cause in or out, and they run in the order that is quickest to rule out. For how the app reads your folder in the first place, see the Marvel Rivals mod manager guide.

Why your Marvel Rivals mods are not working

Match your symptom to the row that fits. The sections after the table cover each cause properly.

Symptom Likely cause Fix
Every mod does nothing, no error anywhere Signature bypass missing Press Install Bypass on the gold banner in the Mod Manager
Worked yesterday, dead after a patch The update replaced the bypass files, or changed how mods are packaged Reinstall the bypass. If rows say Outdated, press Fix
A row says Not loaded after you launch The game didn't load it: Outdated, or turned on after the game started Press Fix if it says Outdated, otherwise launch again
The mod has no row in the list at all Files are not under ~mods Move them in, or use Import
One mod works, the other one does not Both replace the same asset Open View details on the red banner, disable one
The row's switch refuses to move A stale disabled copy beside the live one Click Remove stale copy on that row
Every mod is switched off Disable All Mods was pressed Check the rows you want and press Enable in the bulk bar
Game crashes at launch or on a hero pick The mod was built for an older patch Press Turn it off on the Marvel Rivals crashed popup. If it names no mod, run Update my mods from Tools, then halve your mods
Launch stops at a dialog about a config pak A .pak in your mods folder carries its own game config Press Remove config pak and launch
A skin mod does not show in game Broken, Hidden, or a second skin on the same costume Read the badge or group note in the Skin Manager
A sound mod plays nothing Outdated since the September 2026 update, or another sound mod plays the same sound Click Fix on an Outdated row; switch off the mod a Conflict badge names

Since 5.5.0 the Mod Manager also tells you whether each mod loaded. Launch the game once, then open it: each mod that was on says Loaded or Not loaded, based on what Marvel Rivals itself reports, and a note beside Import says how many loaded. A mod marked Not loaded never loaded, so work through the causes below. One marked Loaded did, so if it still shows nothing in game, look at conflicts, the Outdated badge and the mod itself.

The signature bypass is missing

Rule this out before you touch anything else. Marvel Rivals will not load an unsigned mod pak unless the signature bypass is in place. Without it the game does not warn you, does not log anything you can see, and does not refuse to start. It ignores every pak in ~mods, so a folder full of correctly installed mods produces nothing at all.

The bypass is DeathChaos's UTOC Signature Bypass (Nexus Mods mod 2940). Mods, skin mods, graphic packs and sound mods all depend on it, which is why each of those tabs in the app shows a gold banner when it is missing. For the files it installs and why Windows usually asks for permission, read what the Signature Bypass is.

The check takes one look. Open the Mod Manager tab in the RIVALSFPS.GG app and look for a gold banner above the list saying your mods cannot load without the Signature Bypass. If it is there, press Install Bypass and the app writes the bypass files into the game's Binaries\Win64 folder for you, with nothing to download. If Windows asks for permission to write there, accept it: the game folder usually sits under Program Files. If there is no banner, the bypass is already installed and the cause is further down this page.

One case looks installed and still loads nothing. Windows will not load the unsigned bypass while Smart App Control or S Mode is on. The app detects it and says so on the Signature Bypass card in Settings, Game Install tab, and for Smart App Control it adds an Open Windows Security button. The app never changes that setting for you.

No app yet? RIVALSFPS.GG is a free Windows app with the Signature Bypass built in. Install it, press Install on the Signature Bypass card on Home, and accept the Windows prompt if one appears.

Free for Windows 10 and 11.

Download for Windows
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

Every row you see there is read straight from the game's ~mods folder. Nothing was moved or renamed to put it in that list, which is what makes the tab useful as a diagnostic: what the list shows is what the game folder contains.

Mods not working after a game update or a new season

A game update can stop mods that worked last week, in one of two ways. The first is the bypass. It lives in the game's Binaries\Win64 folder, and a patch that rewrites those files can take it with it. Your mods are untouched. They are still in ~mods, still switched on, and still listed in the tab. Nothing loads them until the bypass is back, and the gold banner's Install Bypass puts it back.

The second is packaging. The September 3, 2026 game update changed how mods have to be packaged, and mods packaged the old way stopped loading even with the bypass in place. The Mod Manager marks each of those rows with a red Outdated badge and a gold Fix button. Press it, or open Tools and pick Update my mods. Either one updates every outdated mod in place, and backs up each file it replaces to %APPDATA%\RivalsFPS\mod-fix-backups\ first. When the app opens and finds mods that need this, it offers the same fix in a dialog titled "Some of your mods need updating", with an Update my mods button. Pressing Launch does not run the fix, so use one of those three.

Season 11, on November 13, 2026, changed it again. The game now checks the mods you have on when you reach the lobby and removes the ones it can't read. That includes skins RIVALSFPS.GG's Fix changed after the September update. In 5.5.1 or later those show Outdated again, and Update my mods puts them back in a form Season 11 loads. In 5.5.2 or later, skins a game update broke also show Outdated, and Fix updates them on your PC: skin mods broken after an update has the details. Mods that change maps, UI or effects are often removed at the lobby whatever you do. They show May not load until a launch checks them, then Loaded or Not loaded, based on what the game actually did. And if the Performance Build is on, no mods load at all until you turn it off.

Make the post-patch routine three checks. Open the Mod Manager and look for the gold bypass banner, then for Outdated and May not load badges, then at the row count in the heading, which reads as something like "(3/4 active)". If the bypass banner is back, reinstall it. If rows say Outdated, run the fix. If the count is right and neither shows up, the patch was not the problem. The bypass check applies to your graphic packs, skins and sound mods too, because they need it for the same reason your mods do.

The files are in the wrong folder

Mods load from the game's pak tree, at MarvelGame\Marvel\Content\Paks\~mods. Subfolders inside ~mods mount fine, so a mod in its own folder is normal and not a problem. Three things do break it:

  • Still in an archive. A .zip, .7z or .rar sitting in the folder is not a mod. Feed the archive to Import instead, which takes .pak, .ucas, .utoc, .zip, .7z and .rar, and extracts the archive for you.
  • Only part of the mod got copied. Many mods ship three files with the same name: .pak, .ucas and .utoc. Copy the .pak on its own and it will not load. A complete three-file mod reads as "Mod (3 files)" in the row meta, so a row saying "1 file" on a mod that should have three is your answer.
  • A disabled marker is still on the name. A file ending .pak.off or .pak.disabled is a switched-off mod, and that is true whether the app or another manager wrote the marker. The Mod Manager reads both and shows the row with its switch off, so flip it on rather than renaming by hand.

Use Open Mods Folder at the top of the tab to jump straight to the folder the app is reading, and the Refresh icon button beside Tools after you move anything in there.

Two mods are fighting over the same asset

When two enabled mods replace the same asset, both load and one wins. The loser looks like a mod that did nothing, which sends people off reinstalling a file that was never broken.

After the list paints, the app scans every enabled pak's asset list and compares them. Overlaps raise a red banner with a View details button, and each row involved gets a red Conflict badge whose tooltip names the other mods and the number of assets they share. That is detection and display only. The app never reorders or renames anything to resolve it for you, because doing that quietly would change which mod wins without telling you. You resolve it by disabling or deleting one of the two.

A row with a Not scanned badge is one whose file list could not be read, so it was left out of the check. Treat it as unknown rather than clean. The scan itself can be turned off on the App tab in Settings, with the "Check for mod conflicts" option.

A stale disabled copy is beside the live one

Re-import a mod over one you had switched off and you end up with two copies of the same mod in the folder: the live one and a leftover disabled file. The app flags that pairing with a gold Duplicate badge, blocks the row's toggle until it is resolved, and puts a Remove stale copy link on the row. Nothing is deleted for you.

The reason the toggle is blocked rather than best-guessed is that either copy could be the one you meant to keep. Click the link, the leftover goes, and the switch works again.

Load order decided the other mod wins

The _P suffix on a mod's filename, often written as something like _9999999_P, is what marks the pak as a patch chunk so the game mounts it over the base content. It is not a priority dial you can win with by adding digits. Between two third-party mods, the app resolves precedence by the case-insensitive alphabetical order of the file's path inside ~mods, and treats the first as the expected winner. That is a heuristic based on observed behavior, which is why the conflict report calls its answer expected rather than certain.

This is also why Organize Mods in the Tools dropdown is never automatic. It moves loose mods into ~mods\External Mods\, and moving a mod changes its path, which re-sorts it against everything else. A tidy folder is worth having, but do it as a deliberate click and expect it to change which of two overlapping mods you see in game.

The mod is broken or built for an older patch

Once the bypass is in, the files are in the right place, and nothing else touches the same assets, what is left is the mod itself. Mods that replace a hero's model or textures are tied to the version of that hero they were built against, so a mod from three patches ago can load and show nothing, or crash the game at the moment that hero appears.

Before you give up on one, look at its row. If it says Outdated, run Update my mods from Tools first, because that kind of breakage the app can repair. Broken means the mod's .pak is missing and Damaged means its files do not match each other; both need a fresh download. If none of those shows, check the mod's page for the patch it targets. A mod that still fails after its author's last update is the one to switch off, then delete.

If the game crashes, RIVALSFPS.GG 5.5.0 or later shows Marvel Rivals crashed and, when it can tell, names the mod of yours that replaces the file the game was loading, with a Turn it off button. That mod also gets a red Crashed badge on its row. A named mod is a suspect rather than a verdict, and Marvel Rivals crashing with mods covers what each version of the popup means.

If a mod loads but costs you frames, that is a separate problem, and the Marvel Rivals stuttering fix covers where those frames go.

While you are in the list, look for one more badge. Mods the app knows can get accounts temporarily banned carry a Flagged badge with the reason and a support code, and a flagged file that has no row, such as one dropped straight into Paks, raises a red banner with a Remove button. Nothing is removed until you press Remove. Deal with a flagged mod before you keep debugging it, and read Are Marvel Rivals mods bannable? for what that check is looking at.

Is a config pak stopping your mods?

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.

So if Launch stops at that dialog every time, the config pak is what is holding it, not your other mods. Removing it leaves the rest of ~mods alone. If the same scan also found flagged mods, a checkbox in that dialog, checked by default, decides whether they go too. RIVALSFPS.GG retired config paks in version 3.4.2 with the note "Using configs may result in bans." What replaced them is covered in Marvel Rivals configs.

Why are my skin mods not working?

Skin mods are mods, so the signature bypass comes first for them too: the Skin Manager shows its own gold banner when the bypass is missing, and a skin cannot be switched on until it is installed. After that, the skin's row in the Skin Manager shows the problem, as a badge or as a group of skins on one costume.

  • Broken. Either the mod is missing its .pak, so only its data files are there and the game has nothing to mount, or its textures are in a format the current game can't read. A skin with a missing .pak cannot be switched on at all. Both need a fresh download of the complete mod, or a newer version if its author has posted one.
  • Hidden. The row is an add-on, such as tattoos or a hair color made for another skin, and its base skin loads first and covers the add-on's changes. Press Load first on the add-on. It puts a ! in front of the add-on's folder name so it loads ahead of the base, and changes nothing else.
  • Base off. The add-on's base skin is switched off, so on its own the add-on changes the game's original costume instead. Turn on base switches the base back on.
  • Two skins on one costume. Only one of them shows in game. The Skin Manager groups them under "Only one of them shows up in game. Pick which, or leave it and the game will choose." and Use this one keeps the skin you click and turns the others on that costume off.

For where skin mods go and how to preview one before you turn it on, see Marvel Rivals skin mods. Add-ons have their own guide: Skin add-ons and Load first.

Why are my audio or sound mods not working?

Since a September 2026 update, Marvel Rivals closes mods packaged as plain .pak files shortly after it starts. A hero's voice lines and most other sounds load later, after the mod has been closed, so voice, sound-effect, emote and music mods went quiet. In RIVALSFPS.GG sound mods have their own Sound Mods section in the Mod Manager, and a mod that stopped playing is marked Outdated. Fix on its row, or Update my mods from the Tools menu, converts it so it plays again. The original is backed up first, and Restore original on the converted row puts it back, or Restore Original Sound Mods in Tools puts back all of them. Voice mods convert since 5.3.0, and sound effects, emotes, MVP sounds and music since 5.4.0. Badges and the few mods Fix cannot convert yet are covered in Marvel Rivals voice mods not working and sound effect and music mods not working. Skip the Unmount Blocker plugin some players used instead: players running it have reported warnings and bans, see the Unmount Blocker and the ban reports.

Several sound mods can play at once. Each has its own switch, and the app combines every one that is on into a single file the game loads. When two change the same sound, such as two headshot sounds, the one listed first plays and the other gets a red Conflict badge naming it; switch the winner off to hear the other. Sound mods are paks like any other mod, so they need the signature bypass as well, and the Sounds tab shows the gold banner when it is missing.

To make your own, fill the Combat, Killstreaks, Healing, Kill feed and Announcer slots you want on the Sounds tab, press Build sound mod and give it a name. It appears in the Mod Manager beside your other sound mods, and the gear on its row opens it in the Sounds tab to edit. Announcer calls are written into every voice language the game has, so a custom call does not depend on which voice language you play in. The full walkthrough is in Marvel Rivals sound mods.

Do mods installed with Vortex or from Nexus Mods work?

The Mod Manager lists whatever is in ~mods, whichever tool put it there, including another mod manager or your own copy and paste. A mod that another manager switched off with a trailing .disabled shows up as a row with its switch off, the same as one the app switched off with .off. The checks on this page apply to those mods unchanged: the signature bypass, the Outdated badge, the folder they sit in, and conflicts with your other mods.

For a mod downloaded from Nexus Mods, Import takes the archive as it arrived and copies the mod files into ~mods\External Mods\, in a folder named after the mod. Browse on Nexus Mods at the top of the Mod Manager opens the Marvel Rivals mods page in your browser. A mod a tool keeps anywhere outside ~mods has no row in the list.

My mods disappeared

Start with the list. A mod with its switch off still has a row, and so does every mod in a subfolder of ~mods, so a mod that is off is not gone. Clear the search box, set the type filter to All types and open the Skin Mods block first. A mod that still has no row is not in ~mods, because the list reads that folder only. Open Mods Folder opens it, and Refresh reads it again after you move anything.

If it is the signature bypass that keeps disappearing, look at your antivirus. Real-time antivirus can quarantine dsound.dll or the .asi file right after they are written, and the app then reports that the bypass files did not fully install. Check your antivirus quarantine for those files before you press Install Bypass again.

A few actions in the app do remove files, and each asks first. Delete on a row, or in the bulk bar, removes that mod. Remove Duplicates in Tools deletes byte-identical spare copies. Remove Game Folder in Settings, Diagnostics tab, deletes the whole Marvel Rivals folder, your mods included, so the store can download the game again, and it has no undo. Organize Mods moves loose mods into ~mods\External Mods\ but deletes nothing, and they keep their rows.

How to bisect it

With more than a handful of mods, stop guessing which one is at fault and halve the list instead. The bulk controls make each round quick.

  1. Save the mods you have on now with Profiles, then Save current as…, so you can put them all back in one click. See mod profiles.
  2. Open Tools and click Disable All Mods. That turns every mod off, plus your skins and the app's own graphic packs, so the game runs stock. It does not touch the bypass.
  3. Launch the game and confirm the problem is gone. If it is still there, mods were never the cause.
  4. Back in the tab, check half your mods. The toolbar swaps to a bulk bar with Enable, Disable, Delete and a selection count. Hit Enable.
  5. Launch, check, and halve whichever side reproduces it.
  6. When you are done, open Profiles and click the profile you saved, which puts your mods back as they were. Profiles don't cover the app's graphic packs, so turn those back on in the Graphic Packs tab. There is no Enable All Mods in Tools.

Select-all only covers the rows the search box leaves visible, so type a hero's name first and the box picks only that hero's mods. That turns "enable every Spider-Man mod" into two clicks.

Common questions

Why are my Marvel Rivals mods not loading?

Check the signature bypass first. Without it the game ignores every mod pak in the folder, and it does so silently, so nothing looks broken except that no mod appears in game. Install the bypass and the same files start loading with no other change. If the bypass is already in place, look for Outdated badges in the Mod Manager next, then at the folder the files are in.

Why did my Marvel Rivals mods stop working after an update?

A game update can stop mods in two ways. A patch can rewrite the game's Binaries folder, which is where the signature bypass files live, so your mods stay on disk and switched on but nothing loads them. Check the Mod Manager for the gold banner and press Install Bypass. A patch can also change how mods have to be packaged, as the September 3, 2026 update did. Mods packaged the old way show a red Outdated badge in the Mod Manager. Press Fix on the row, or pick Update my mods from the Tools menu, and the app updates them in place after backing up each file it replaces. Season 11 changed it again: see the next question.

Why did my Marvel Rivals mods stop working on Season 11?

Season 11 checks the mods you have on when you reach the lobby and removes the ones it can't read. Skins that RIVALSFPS.GG's Fix button changed after the September update are among them: in 5.5.1 or later they show Outdated, and Update my mods in the Tools menu puts them back in a form Season 11 loads. Skins a game update broke show Outdated too in 5.5.2 or later, and Fix updates them. Mods that change maps, UI or effects are often removed whatever you do: they show May not load until a launch checks them, then Loaded or Not loaded. If the Performance Build is on, no mods load at all until you turn it off.

Where do Marvel Rivals mods need to go?

Under the game's Paks folder, at MarvelGame\Marvel\Content\Paks\~mods. Subfolders inside ~mods load fine, so a mod in its own folder is normal. A mod still sitting in Downloads, or in a folder someone invented outside the Paks tree, will never load.

Why are my mods not showing up in the Mod Manager list?

The tab reads the ~mods folder only. Anything outside it does not get a row, and a file whose name is not a pak, ucas or utoc is skipped. Use Open Mods Folder to see exactly what the app is reading, and Refresh after you move anything.

How can I tell whether a Marvel Rivals mod loaded?

In RIVALSFPS.GG 5.5.0 or later, launch the game once. Each mod that was on then says Loaded or Not loaded in the Mod Manager, based on what Marvel Rivals itself reports, and a note beside Import says how many loaded. If a Not loaded mod is marked Outdated, press Fix. If you turned it on after the game started, it loads next time.

Which mod is crashing Marvel Rivals?

In RIVALSFPS.GG 5.5.0 or later, the app shows Marvel Rivals crashed when the game crashes and, when it can tell, names the mod of yours that replaces the file the game was loading. Turn it off switches that mod off, and the mod keeps a Crashed badge in the Mod Manager. If no mod is named, switch half your mods off at a time until the crash stops.

Can one mod stop another one from working?

Yes. Two mods that replace the same asset both load, but only one wins that asset, so the other looks like it did nothing. The app scans every enabled pak's asset list and puts a red Conflict badge on the rows involved, with a tooltip naming the other mods and how many assets overlap.

Why are my Marvel Rivals skin mods not working?

Look at the skin's row in the Skin Manager. Broken means the mod is missing its .pak file, which also keeps its switch from turning on, or that its textures are in a format the current game can't read; both need a fresh download. An add-on marked Hidden is covered by its base skin, and Load first moves it ahead. When two skins replace the same costume, only one shows in game, and Use this one picks which. Skin mods need the signature bypass like every other mod.

Why are my Marvel Rivals audio mods not working?

Since a September 2026 update the game closes plain .pak mods shortly after it starts, so voice, sound-effect, emote and music mods stopped playing. In RIVALSFPS.GG, open the Mod Manager and click Fix on any sound mod marked Outdated; the original is backed up first. Voice mods convert since 5.3.0, and sound effects, emotes, MVP sounds and music since 5.4.0. Several sound mods can play at once. When two change the same sound, the one listed first plays and the other gets a Conflict badge naming it. Sound mods need the signature bypass too.

Do mods from Vortex or Nexus Mods work with the Mod Manager?

The Mod Manager lists every mod in the game's ~mods folder, whichever tool put it there, and reads a file that another manager switched off with a .disabled ending as a mod that is switched off. A mod downloaded from Nexus Mods is handled like any other mod in ~mods: it needs the signature bypass, and the Outdated badge, folder and conflict checks apply to it. Import takes the archive as you downloaded it.

Can I just delete a mod that will not work?

Yes. Deleting a mod removes its files from ~mods and nothing else. If its row shows Outdated, try Fix first, since that one is repairable. If you would rather keep a mod, the row's switch unloads it without deleting anything, which is also the faster way to test whether it was the mod causing a problem.

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