Roadmap
Mod Manager and Skin Manager Have Both Shipped
This page announced two managers before either one existed. Both have shipped. The Mod Manager is the Mods tab under Home, the Skin Manager is the Skins tab further down the same rail, and this is what each of them turned out to be.
Both had a place in the nav rail and a card on Home before they were built. That was deliberate. It is more honest than hiding the plan and shipping it as a surprise, and it means the layout does not move when a feature arrives. Both announced entries still sit exactly where the plan put them. The rail itself has grown since: version 4.1.0 added a Quality tab, which needs an NVIDIA graphics card, between Mods and Graphics. The difference is that both entries now open something.
What the Mod Manager shipped as
It reads the game's ~mods folder directly, so anything you
installed by hand is already listed the first time you open the tab.
Nothing gets moved or renamed for you. Each mod has a switch that
unloads it without deleting the files, and the app reads every enabled
pak's asset index so it can tell you when two mods are fighting over the
same file. It names the mods and the assets and then leaves the decision
to you.
Import takes .pak, .zip, .7z and .rar, or you can drop files straight onto the window. Search, a type filter,
multi-select, rename, Organize Mods and Remove Duplicates by hash are all
in the tab. Mods known to get players kicked carry a Flagged badge with the
reason and a support code, and the same check runs again when you press Launch.
The full walkthrough, including how the conflict scan reads an IoStore trio and why nothing loads without the signature bypass, is in the Mod Manager guide. If your mods are installed and the game is ignoring them, start with why Marvel Rivals mods stop working instead.
What the Skin Manager shipped as
Skin mods are grouped under the hero they replace, and each one is resolved down to the exact costume it overwrites using a 513-entry table, so a row reads "Replaces Invisible Woman, The Life Fantastic" rather than a filename. A roster rail down the left side lets you jump to a character, and search, import and delete work the way they do in the Mod Manager.
The part that took the longest is the model viewer. It renders the mod's actual mesh, extracted from your own game files, so you can turn a skin around and look at it before you switch it on rather than after.
Skins are additive. Any number of them can run at once, one per costume slot, and if two mods want the same slot the app says which two and offers a one-click resolution. All of it is client side: you see the skin, everyone else in the match sees the default costume.
Where the frames come from instead
Skins and mods change what you see, not what the game costs to run. The performance side of the app is a separate set of tools: graphic packs, which replace map and environment textures with simpler ones and are built on your own PC from your own game files, the six graphics layer selects above the pack library with their Default, Competitive, Balanced and Pretty presets, the Quality tab, which needs an NVIDIA graphics card and is launch scoped, and the 14 Windows optimizations. Those are where the render load actually drops.
The Quality tab is the newest of those and the smallest. It needs an NVIDIA graphics card, because all it does is write the NVIDIA driver's own per-game profile for Marvel Rivals to trade texture quality for FPS. No game files are touched. You arm one of three tiers, Ultra Potato, Potato or Standard, the app writes it when you press its Launch button, and it is put back when the game closes, so starting the game any other way runs stock. In our own benchmarks the gain was moderate, around 3 percent more FPS on a high-end card with Ultra Potato. Cards with less VRAM and lower-end GPUs typically gain more, and most of it shows up in the 1% lows, meaning less stutter, rather than in headline FPS. On AMD and Intel the tab still opens and says why it cannot work there: AMD's driver has no equivalent for DirectX 12 games, so in-game low settings plus FSR stay the answer on those.
How you get them
The app checks for updates at launch and installs them itself, so both tabs simply appeared for anyone who already had it. The bell in the titlebar shows what changed, and the dot beside the version marks an update as available.
If you do not have the app at all, download it and
you are on the update track from that point. It installs per user in
seconds. Installing the Signature Bypass is a separate step, and mods and
graphic packs both need it: it writes into the game's
Binaries\Win64 folder, so Windows raises a permission prompt
when it runs.
Common questions
Is the Mod Manager out?
Yes. It sits directly under Home in the nav rail, marked Mods. The app updates itself at launch, so if you already have it installed you have the tab.
Is the Skin Manager out?
Yes. It is the Skins entry in the nav rail, and it is a full tab rather than a filter of the Mod Manager: the mod list shows files, the Skin Manager shows which characters look different.
How many skins can I run at once?
As many as you like. Skins are additive and each one occupies a single costume slot, so the only real limit is that two mods cannot claim the same slot. When that happens the app names both and resolves it in one click.
Will skins affect my frame rate?
Skins swap textures and meshes on a character that was already being drawn, so they are not where your frame rate goes. If you want frames back, that is what graphic packs, the graphics layer presets, the Quality tab on an NVIDIA graphics card and the Windows optimizations are for.
Does the Mod Manager touch mods I installed myself?
It lists them and lets you turn them off or delete them, but it never acts on its own. The app only removes files it installed unless you ask it to remove something else.