Star Wars Zero Company has no official mod support, and Bit Reactor has confirmed that none is planned. There is no Steam Workshop, no in-game browser, and no developer toolkit. Despite that, a fast-growing modding scene lives on Nexus Mods, and on PC you can tap into it with a few manual steps. The main thing to understand is that mods do not all go in the same folder, which is where most newcomers get stuck.
Quick answer: Launch the game once, install UE4SS into SWZeroCompanyBinariesWin64, then drop UE4SS mods into ...Win64ue4ssMods and plain .pak mods into SWZeroCompanyContentPaks~mods.

Before you start: PC only, and launch the game once
Modding Zero Company only works on the PC version. Console players cannot add mods. Before you copy anything, start the game and reach the main menu at least once. That first launch creates the directories the mods expect, so installing into a fresh, never-run install can leave you with missing folders.
It also helps to turn on file extensions in Windows. Open Folder Options in File Explorer, go to the View tab, and untick Hide extensions for known file types. With extensions visible you can tell a real .pak file apart from a folder or an archive, which prevents a lot of install mistakes.
Finally, read each mod’s Nexus page before downloading. Authors often list requirements, compatibility patches, or multiple file versions where you are meant to pick only one. The safest habit is to install a single mod, launch the game to confirm it works, and only then add the next.
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Add to Google Preferences →UE4SS mods vs. .pak mods, and where each one goes
The community uses two main mod formats. UE4SS mods rely on a scripting layer that loads alongside the game and changes logic rather than replacing files. Packaged .pak mods are game archives that load ahead of the originals and cover most cosmetic and data changes. Each format has its own destination folder, and mixing them up is the most common reason a mod silently fails.
| What it is | Where it goes |
|---|---|
| Game executable folder | …SWZeroCompanyBinariesWin64 |
| UE4SS core files | …SWZeroCompanyBinariesWin64 |
| UE4SS mods | …SWZeroCompanyBinariesWin64ue4ssMods |
| .pak mods | …SWZeroCompanyContentPaks~mods |
If you remember nothing else, remember those last two rows. A .pak mod placed in the UE4SS Mods folder will not load, and a UE4SS folder-mod placed in ~mods will not load either.
Install UE4SS first
BinariesWin64 and ContentPaks are the two locations that matter.

ue4ss, including a dwmapi.dll file.SWZeroCompanyBinariesWin64. When it is correct, the ue4ss folder will contain subfolders such as Mods, UE4SS_Signatures, and UE4SS_SDK.Use ZCOM Mod Manager to skip the manual work
Manual installs are fine, but if you are new to this, the open-source ZCOM Mod Manager removes most of the guesswork. It recognizes Zero Company’s own mod payload format instead of treating files as generic archives, finds your Steam install, manages UE4SS scripts, and flags when two mods overlap.
The manager drops each supported mod into the correct folder automatically, and you can toggle a mod off with a button instead of deleting files by hand. If a mod is not compatible, you get a pop-up saying it could not be installed, and you then fall back to a manual install. Keep a note of anything you add manually so you can spot conflicts later.
Install mods by hand
.pak mod, and install any listed requirements first. If a mod offers both a standalone version and a compatibility version, install only the one that matches your setup.SWZeroCompanyBinariesWin64ue4ssMods. If the mod depends on another framework such as ZCUnlocked, make sure that dependency’s folder is already sitting in the same Mods directory..pak mod, go to SWZeroCompanyContentPaks and create a subfolder named exactly ~mods, keeping the tilde. Move the .pak file, along with any matching .ucas and .utoc files, into that folder.Tip: Install one mod at a time and launch the game between each. If something breaks, you already know which mod caused it.
Check that a mod is working
Launch Star Wars Zero Company from Steam and go straight to the feature the mod is supposed to change. For a wardrobe or customization mod, open the character customization screen and confirm the new options appear. For UE4SS script mods, press F10 in-game to bring up the UE4SS console menu, which confirms the scripting layer loaded correctly.

If assets vanish, menus look wrong, or the game crashes, that usually points to two mods trying to change the same thing. Remove the most recent addition and test again. A mod manager makes this easier by detecting overlap before it becomes a crash.
Mods worth installing first
The scene covers squad size, content unlocking, economy and pacing, difficulty, quality of life, and display presets. A few stand out as strong starting points.
| Mod | What it does |
|---|---|
| Squad Six – Six Unit Deployment | Raises the deployable squad from four Operators to six, changing the core tactical constraint. |
| Fight Harder – More and Tougher Enemies | Adds more and stronger enemies, recommended to balance the larger squad. |
| Expanded Wardrobe and Customization | Opens story and NPC outfits, more appearance options across species, and a small Armory selection. |
| Full Customization Mod (Hero Classes, Squad Size) | One-file mod to play as a Mandalorian or Padawan, change class and spec, and use any weapons and armor. |
| Mission and Campaign Time Control | Lets you freeze time so HoloTable missions do not expire before you reach them. |
| Aftermath DLC | Keeps the game playable after the credits; toggle it off when starting a new playthrough. |
Customization mods go the furthest for new players. The full character mod lets you build custom Padawans and Mandalorians with their own gear, lightsabers, and cross-class ability trees through the Outfits and Personnel focus trees.

Armory-focused mods add recognizable Star Wars gear, including Clone Commando armor sets, Captain Rex equipment, the DC-17m rifle, and dual DC-17 blaster pistols in combat. Note that the fullest unlock mods can conflict with other parts of the game and may reduce the detail on some story characters’ faces.

Keep mods working after updates
Mods are unofficial, and neither Bit Reactor nor EA supports them. A game patch built against a newer version can break a mod written for an older one, so mods will often stop working after an update. Before playing on a patched build, confirm each mod has been updated since the last game update.
To remove a mod, delete its folder from ue4ssMods for UE4SS mods, or delete the .pak file from ContentPaks~mods for packaged mods. To update, replace the old files with the new version and re-read the mod page first in case the author changed the install method or split the mod into versions.
Two more habits save trouble. Read the instructions on every mod page rather than assuming a mod behaves like the last one, and skim the comments to see whether other players have flagged major issues. The interaction between mods and features like permadeath or achievements has not been confirmed, so treat a modded save as separate from any run where those conditions matter to you.






