Introduction
Managing R2ModManPlus which mods are active at any given time is one of the most frequently performed tasks in r2modmanager. Whether you are troubleshooting a conflict, preparing for a multiplayer session with specific mod requirements, or simply switching between different play configurations, the ability to disable and enable mods quickly without uninstalling them is central to an efficient modding workflow.
R2modmanager provides several tools for toggling mod states that go beyond simply clicking a single button per mod. Understanding all available methods, including profile switching, bulk toggling, and category based management, significantly reduces the time spent on mod configuration before each play session.
Quick Facts How to Disable/Enable Mods
- Disabling a mod in r2modman does not uninstall it and all mod files are preserved for instant re enabling
- The toggle button next to each mod in the Installed tab is the primary method for enabling and disabling individual mods
- Profile switching is the fastest method for switching between entirely different mod configurations without toggling individual mods
- R2modman does not currently offer a native bulk disable all button but workarounds exist for achieving the same result efficiently
- Disabled mods appear in the BepInEx log as skipped rather than absent, confirming they are present but intentionally inactive
- Disabling BepInEx itself effectively disables all mods simultaneously as no mod framework is available to load them
- A mod that is disabled in r2modman will not appear in game even if its files are present in the profile directory
- Dependencies of a disabled mod remain enabled unless manually disabled, which does not cause errors but does load unused framework code
- The Start vanilla button in r2modman bypasses all mods entirely without requiring any individual mod to be disabled
What Happens When You Disable a Mod in R2ModManPlus?
Disabling a mod through r2modman does not remove its files from the profile directory. The mod’s Lua scripts, configuration files, and assets remain fully intact in their installed location. R2modmanager simply records the disabled state in its profile configuration and instructs BepInEx to skip that mod during the next game launch.

This non destructive approach means re enabling a disabled mod is instantaneous with no download required.
The Technical Effect of Disabling a Mod
When r2modman marks a mod as disabled, it updates the profile’s mod state configuration to flag that mod as inactive. When the game is subsequently launched through r2modman, the launch parameters passed to BepInEx exclude the disabled mod from the loading sequence.
BepInEx records skipped mods in its log file with a skipped entry rather than a loaded or failed entry, which is useful for confirming a mod is correctly disabled during troubleshooting.
What changes when a mod is disabled:
- The mod’s entry in the r2modman Installed tab shows a disabled indicator visually distinguishing it from enabled mods
- BepInEx excludes the mod from its loading sequence on the next game launch
- The mod’s files remain physically present in the profile directory unchanged
- Any game behavior provided by the mod ceases immediately on the next launch after disabling
- The mod’s dependencies remain enabled unless manually disabled separately
What does not change when a mod is disabled:
- The mod’s files are not deleted or moved
- The mod’s version and configuration are preserved exactly as they were before disabling
- The disabled mod continues to appear in the Installed tab, distinguishable by its disabled visual state
- Re enabling the mod restores full functionality on the next game launch without any reinstallation
Difference Between Disabling, Uninstalling, and Using Start Vanilla
These three methods of removing mod influence from a game session are frequently confused but serve meaningfully different purposes in a modding workflow.
Disabling a mod:
- Mod files remain installed and intact
- Re enabling is instantaneous with no download
- Useful for temporary deactivation and troubleshooting
- Disabled state persists across game sessions until manually changed
Uninstalling a mod:
- Mod files are removed from the profile directory
- Reinstalling requires downloading from Thunderstore again
- Useful for permanent removal or resolving deep file conflicts
- Cannot be undone instantly as a redownload is required
Using Start vanilla:
- All mods are bypassed simultaneously for a single session
- No individual mod states are changed
- Useful for a quick clean game session without reconfiguring the mod list
- Does not persist as the next Start modded launch reactivates all enabled mods
How to Disable and Enable Individual Mods
The most straightforward method for toggling individual mods is through the Installed tab within the active profile. Each mod entry has a toggle control that switches its state between enabled and disabled instantly.
Using the Toggle Button in the Installed Tab
The Installed tab displays every mod in the active profile with its current state clearly indicated. Enabled mods appear with full color display while disabled mods appear with a visual distinction such as reduced opacity or a disabled label depending on the r2modman version in use.
Step by step individual mod toggling:
- Open r2modman and confirm the correct profile is active in the profile selector
- Navigate to the Installed tab within the active profile
- Locate the mod you want to disable or enable in the mod list
- Click the toggle or disable button displayed next to the mod entry
- Confirm the mod’s visual state changes to reflect the new enabled or disabled status
- Repeat for any additional mods requiring a state change
- Launch the game through Start modded after completing all toggle changes
- Verify the BepInEx console during launch to confirm the toggled mods are loading or being skipped as intended
Tips for faster individual mod toggling:
- Use the search bar in the Installed tab to locate specific mods quickly in a long mod list rather than scrolling manually
- Sort the Installed tab by enabled status if this option is available to group all disabled mods together for easier review
- Toggle mods in logical groups such as all visual mods or all gameplay mods together rather than one at a time to reduce the number of individual toggle actions needed
Managing Dependencies When Disabling Mods
Disabling a mod that other enabled mods depend on can cause those dependent mods to fail loading. R2modman may display a warning when you attempt to disable a mod that active dependencies rely on, depending on the version in use.
How to handle dependency relationships when disabling mods:
- Before disabling a mod, check the Installed tab for any mods that list it as a dependency
- If dependent mods exist and you want all of them inactive, disable the dependent mods before disabling the dependency itself
- If you want to keep dependent mods active, do not disable their shared dependency
- Disabling a dependency without disabling its dependents causes the dependent mods to log errors on launch but typically does not crash the game
- Re enable a dependency immediately if unexpected errors appear after disabling it
Common Problems and Solutions:
- Problem: Disabling one mod causes several other mods to show errors on the next launch Solution: The disabled mod is a shared dependency; re enable it or also disable all mods that depend on it to eliminate the errors
- Problem: A mod that was disabled still appears to be affecting the game on the next launch Solution: Confirm the game was launched through r2modman’s Start modded button after the disable action; launching through Steam bypasses r2modman’s mod state configuration entirely
- Problem: The toggle button is greyed out or unresponsive for a specific mod Solution: Some core framework mods like BepInEx may have restricted toggle behavior; check whether the mod is listed as a required dependency by other installed mods which may lock its enabled state
- Problem: Re enabling a previously disabled mod causes the game to crash on launch Solution: The mod may have received an update while disabled that introduced a conflict; update the mod through the Installed tab before re enabling it
- Problem: Disabled mods still appear in the BepInEx log as loaded rather than skipped Solution: The game was likely launched through Steam rather than r2modman; always use the Start modded button to ensure r2modman’s mod state configuration is applied correctly
How to Disable Multiple Mods Quickly
For scenarios requiring multiple mods to be disabled simultaneously such as troubleshooting a conflict affecting many mods or preparing a minimal mod list for a multiplayer session, toggling individual mods one at a time is inefficient. Several approaches achieve bulk disabling more efficiently within r2modman’s current feature set.
Using Profiles for Instant Bulk Switching
The most efficient method for switching between entirely different mod configurations is maintaining separate r2modman profiles rather than toggling individual mods within a single profile. Profile switching changes the entire active mod set in a single action.
This approach is particularly valuable for players who regularly switch between a full mod list for solo play and a minimal or empty mod list for multiplayer sessions.
How to set up and use profiles for efficient bulk switching:
- Open r2modman and click the profile selector at the top of the interface
- Select Create new profile and name it descriptively such as Solo Full Mods or Multiplayer Minimal
- Install only the mods relevant to that specific play context in the new profile
- To switch between configurations, click the profile selector and choose the target profile
- Launch the game through Start modded immediately after switching profiles
- No individual mod toggling is required as the entire mod set changes with the profile switch
- Export profiles using r2modman’s export feature to share specific configurations with friends for synchronized multiplayer sessions
Disabling All Mods Without Uninstalling
For situations where a completely clean game session is needed without switching profiles or using Start vanilla, disabling all mods within the current profile simultaneously can be achieved through a combination of available tools.
Methods for disabling all mods efficiently:
- Use the Start vanilla button in r2modman for a single clean session without changing any mod states permanently
- If a persistent all disabled state is needed, disable BepInEx itself in the Installed tab which prevents any mod from loading without requiring each mod to be individually toggled
- Create a dedicated empty profile with no mods installed and switch to it when a fully clean game state is needed
- Some r2modman versions may offer a disable all button in the profile tools menu; check the profile options for this feature in your current version
Organizing Mods for Faster Selective Disabling
Players managing large mod lists benefit from an organizational approach that makes selective disabling faster and more predictable. While r2modman does not offer native mod categorization, naming conventions and profile structure can simulate this.
Organizational strategies for faster mod toggling:
- Maintain separate profiles for different mod categories such as visual only, gameplay overhaul, and quality of life rather than mixing all mods in one profile
- Name profiles clearly so the contents are immediately obvious from the profile selector without needing to open the Installed tab to identify what is active
- Keep a minimal base profile containing only essential framework mods that is used as a starting point when creating new configurations
- Document which mods are in each profile in a simple text note alongside your profile backup so switching decisions can be made quickly without opening each profile to inspect its contents
Fastest Methods for Common Mod Toggling Scenarios
Different modding scenarios call for different toggling approaches. Matching the right method to the specific scenario saves time and prevents unnecessary configuration changes that need to be reversed later.
Scenario Based Toggling Recommendations
Scenario: Preparing for a multiplayer session requiring specific mods only
The fastest approach is switching to a dedicated multiplayer profile rather than disabling mods individually in your solo profile. If no multiplayer profile exists, create one now and install only the agreed upon mods to avoid repeating this process before every multiplayer session.
Scenario: Troubleshooting a mod conflict by isolating the cause
Disable mods one at a time through the Installed tab toggle, relaunching the game after each disable to identify when the conflict disappears. Use the search bar to locate specific mods quickly rather than scrolling through the full list.
Scenario: Testing the base game without mods temporarily
Use the Start vanilla button in r2modman for a single unmodded session. This requires zero configuration changes and returns to the full modded state automatically on the next Start modded launch.
Scenario: Switching between a full mod list and a minimal list regularly
Create two profiles, one with the full mod list and one with the minimal list. Profile switching is a single click action that is significantly faster than repeatedly toggling dozens of individual mods between sessions.
Scenario: Disabling a recently updated mod that may have broken something
Locate the specific mod in the Installed tab using the search bar, toggle it to disabled, and relaunch through Start modded to test whether the update caused the issue. Re enable after confirming or after an updated compatible version is released.
Mod State Management Reference Table
| Method | Speed | Scope | Persistent | Best Use Case |
| Individual toggle in Installed tab | Moderate | Single mod | Yes | Targeted disable for troubleshooting |
| Profile switching | Instant | All mods | Yes | Regular configuration switching |
| Start vanilla button | Instant | All mods | No, single session | Quick clean session without config change |
| Disable BepInEx | Fast | All mods | Yes | Persistent all mods disabled state |
| Uninstall mod | Moderate | Single mod | Yes, requires reinstall | Permanent removal |
| Create empty profile | One time setup | All mods | Yes | Dedicated clean game profile |
| Bulk disable via profile tools | Fast if available | All mods | Yes | Full profile reset within same profile |
Frequently Asked Questions
Does disabling a mod delete its files?
No. Disabling a mod through r2modman preserves all its files in the profile directory unchanged. The mod is simply excluded from the BepInEx loading sequence on the next game launch. Re enabling it restores full functionality instantly without any redownload.
Why are disabled mods still affecting my game?
The most common cause is launching the game through Steam rather than r2modman’s Start modded button. R2modman’s mod state configuration only applies when the game is launched through the manager. Always use Start modded after making any toggle changes.
What is the fastest way to switch mod setups?
Profile switching is the fastest method. Create separate profiles for each configuration you use regularly and switch between them through the profile selector. This changes the entire active mod set in a single click without toggling any individual mods.
Can I disable all mods without uninstalling them?
Yes. Use the Start vanilla button for a single session without disabling anything permanently. For a persistent all disabled state, disable BepInEx itself in the Installed tab which prevents all mods from loading without requiring individual toggles.
Do disabled mod dependencies cause errors?
Disabling a mod that other enabled mods depend on can cause those dependent mods to log errors on launch. To avoid this, either disable the dependent mods alongside their dependency or keep the dependency enabled while only disabling the mods that use it.
How do I find a specific mod quickly to disable it?
Use the search bar in the Installed tab to locate mods by name instantly rather than scrolling through the full list. This is particularly useful in profiles with large numbers of installed mods where manual scrolling is time consuming.
Does r2modman have a disable all mods button?
R2modman does not currently offer a universal disable all button in all versions. The most efficient alternatives are using the Start vanilla button for a single clean session, disabling BepInEx to prevent all mod loading, or switching to an empty profile with no mods installed.
Will re enabling a mod after a long time require updating it first?
Not automatically. Re enabling a disabled mod restores it at the version it was at when disabled. If significant time has passed and updates have been released, check for available updates in the Installed tab before launching to ensure compatibility with the current game version.
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