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Managing Mods

Isaac M. Good edited this page Sep 19, 2026 · 2 revisions

Managing Mods

How Mod State Works

DV Mod Manager uses Derail Valley's standard folder convention:

  • Derail Valley/Mods/ - active mods (loaded by UMM at game start)
  • Derail Valley/Mods.inactive/ - inactive mods (ignored by UMM)

Activating a mod moves its folder from Mods.inactive to Mods. Deactivating moves it back. No files inside the mod are changed.

Activating Mods

Single mod: Select in the Available panel and click the right arrow.

Multiple mods: Check the checkboxes, then click the right arrow.

Drag and drop: Drag mods from the Available panel to the Active panel.

Group activation: Click a group header to select all mods in the group, then activate.

If a mod has dependencies, they're activated automatically. See Dependencies.

Deactivating Mods

Select in the Active panel and click the left arrow, or drag from Active to Available.

Deactivating a mod does not deactivate mods that depend on it.

Installing Mods

From a ZIP

  1. Click Install (green button between panels), or drag a ZIP onto the window
  2. The ZIP is extracted and the mod root is located (looks for Info.json at the root or one level deep)
  3. If the mod is already installed, the current version is archived first
  4. The mod appears in the Available panel (or Active panel if dropped there)

From a modpack

Importing a ZIP modpack installs all bundled mods and applies the profile. See Modpacks.

Uninstalling

  1. Select the mod in either panel
  2. Click Uninstall in the detail panel
  3. The current version is archived first (if archiving is enabled)
  4. The mod folder is then deleted

To keep a mod without loading it, deactivate it instead.

Safety Lock

All mod operations are disabled while Derail Valley is running. The status bar shows a green indicator.

External Changes

The Mods and Mods.inactive folders are watched for changes. If you move or delete mod folders outside the manager, the mod list refreshes automatically.

See Also

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