Description
Escape from Tarkov – Overhaul mod V1.0
Core features
- This mod introduces over 100 weapons mainly from EFT and some from others. All weapons are clean and realistic with their own custom animations. Over 200 attachments, including functioning and animated: foregrips (grip poses), stocks, under barrel grenade launcher (mode switching), bipod, reflex sights, medium to long range scopes, muzzle devices and suppressors. Attachments greatly affect how your guns perform and is a significant part of the gameplay loop.
- The best gunplay ever created and made possible. All guns also feature selective fire modes (default Z key) and inspect animations (R key when fully loaded) and PiP optics with sight switching support. Switching between close and long range optics or from gun mode to grenade launcher in specific situations. All guns have their recoil and accuracy affected by various stats like: gun weight, ergonomics, powder charge etc.
- Damage is entirely based on caliber for a more realistic approach, with different mechanics affecting your gameplay. The mod adds 17 calibers, categorized into Ball, Armor Piercing (AP), and Hollow Point (HP) variants for each caliber, each with their own specialty and strategy. Ball is the generalist; AP is effective and efficient when dealing with armored enemies, groups and hordes; HP can quickly shreds soft targets, great for limb shots. Ammo can be disassembled at workbenches to retrieve the resources equivalent and create the rounds you need.
- Armored zombies now have actual armor. Shooting armored zombies with non-AP ammos will deal reduced damage, so you can’t no longer just brute force without wasting your ammunition. ***Note*** Crotch area is considered one part with the torso on the zombie models (a vanilla design) since it has the same hitbox with the torso. This means that shooting the crotch area of armored zombies will do reduced damage. Only limbs are considered ‘soft targets’ since they have their separate hitbox.
- The looting system has been completely reworked for immersion. Containers like shelves, cabinets, and crates now contain contextual loot based on their appearance and location. For example:
-Electronics shelving will have electronic components.
-Kitchen cabinets will have food, water, or cooking supplies.
-Hardware stores will carry tools and crafting materials.
-So if you want something in particular, go to that specific location to look for it.
- Night time has been made darker as nighttime should be instead of ‘darker day’. Light sources from helmet light and weapon light have also been changed to compliment this. You start with an old and weak helmet light with limited power and intensity. Progressively, you can buy or loot better light sources like ‘Lumen helmet light’ or higher tech ‘Digital Night Vision Goggles’ for better night time adventures.
- Action skill is a big part of the gameplay loop. Doing various things will make your character get good at those things. For example: being encumbered for a certain amount of time will increase your carry capacity; jumping a certain amount of times will improve your jump strength and stamina; shooting guns more will help your recoil control improve…
- Traders are now more unique and engaging. Each trader will have their stocks matching their own theme even more. With trading as one the main focus of the mod, money making feels much more rewarding and the trading economy is reworked to have you constantly engage with traders for different wares. See that big shotgun in Hugh’s stash you’re dying to buy? Better think twice when spending money now.
- Difficulty settings have been changed. Removed damage resistance from zombies while keeping their increased damage on the player. Harsher death penalties and armored zombies spawn rate now also scale with difficulty levels.
Credits and shoutout to the contributors
- ‘Closer_ex’, who made everything related to scripts and core features like gun action mode switching, selective fire modes, PiP optics, gun recoil mechanics etc. The foundation of everything achieved with the EFT mod would not be possible without him. Closer_ex’s Github
- M14 (me) who ported all the guns and consumables and others used in the mod. By utilizing the tools provided by Closer_ex, I was able to achieve my desire of having clean and aesthetics guns to play within 7dtd, and share it to the community.
- BryanDVS who made everything interesting. As the author of all the overhaul features, Bryan was able to utilize mine + Closer_ex’s works with the assets and made the EFT mod, implementing his time and knowledge in xml modding and using mostly just xml editing, Bryan gave more life to the gameplay loop of the EFT overhaul, and balance everything for a more challenging and fun experience.
- Weapon models and animations from BattleStateGames – Escape from Tarkov.
- WTT- Welcome to Tarkov SPT modding team and their amazing members.
- Swope25 for modelling the sexy AK-107.
- Funukemaguro for the many custom magazine models.
- Yakov for the custom UI stats display panels.
- Tokarev Mod1 Extreme by NORVINSK_EVANGELION; MassiveSoft M14’s Mod; Drake Hurley’s help with some CoD weapons; Choccymilk, Tron, Rexana, Syanide and Pulled Pork for their amazing SPT mods.
***Note***
The EFT overhaul on this site has some different approaches to it than the base unedited version. These edits made by me include: changes to some ammo damage, re-added zombies alert sounds, removed the drone, increased backpack size. Everything else, other than the listed changes, should be similar to the base version intended by BryanDVS.
Images
Videos
How to install this mod
Changelogs
Updated on June 23rd 2025
- Early update to 2.0; some UIs elements were reverted to vanilla until the mod development can be continued later.
- Recommended to turn off biome progression.
- Improved Laser Sight
- Some localizations fixes
Previous Updates
Updated on May 6th 2025
- Reduced enemy game stage scaling. Rads will now start appearing around the end of T2 and the beginning of T3 loot stage.
- Reduced the gap from T1 loot stage to T2 loot stage.
- Added a new procedural recoil system with action skill bonus and attachments affecting it.
- Added remaining consumables with some vanilla replacers (Splint, Cast, Antibiotics, Painkiller, Water etc.)
- Killing roughly 10 wights will now cancel the wight effect permanently afterwards.
- Procedural Recoil Showcase
Instructions for update: Remove all old ‘EFT related files’ (and not 0_TFP_harmony) from your ‘Mods’ folder before extracting in the new EFT mod files. Comments reporting bugs without specifying which other mods you’re running with EFT will be ignored. Also please use winrar or 7z to extract your mod files instead of window’s built-in zip program. (The files ain’t broken! Follow the 99.9% and stop using window’s built-in zip program).
Updated on April 21st, 2025
- Fixed some multiplayer issues causing clients to stuck at ‘Creating players’ for multiplayer servers.
- More gameplay balancing changes from BryanDVS.
- An update to BDub’s vehicle patch.
- An update to No darker night patch.
- Some minor updates to handguns.
- **Instruction** Wipe all your previous EFT files from mods and redownload the main files. ‘Total Opened Loot Containers’ is still bugged for multiplayer (no fix for this yet). Before commenting about any bugs, make sure you have 0 other mods running along with the EFT mod, ****Zero****.
Hot fix patch
- Fixed death-dropped backpack size not having enough slots causing players to lose items in their backpack.
- Fixed wrong carry capacity being displayed on a few injectors, increased their effect to max out the backpack slots.
Updated on April 17th, 2025
- Fixed more localizations and adjustments to ammo crafting recipes (to match with the new damage values).
- Fixed ‘No darker night’ not working properly.
- Instruction for update: Redownload hotfix3 and overwrite. (Then redownload and apply ‘No darker night’ after if desired, skip it if not).
Updated on April 14th, 2025
- Fixed nulls ref throwing for multiplayer.
- Fixed missing suppressors and stocks on a few guns.
- Fixed some crafting parts having incorrect stack size.
Download
Main File
DOWNLOAD EFT Overhaul 2.0 (experimental early release) (5,9 GB)
Optional Files
DOWNLOAD Hitmarker (1,6 MB)
DOWNLOAD No darker night (1 KB)
‘No darker night’ should be applied last, after all main files and hot fixes are applied.
DOWNLOAD Older Releases
For those who want to play with the older system with vanilla crafting magazines and perks.
Credits: M14, Closer_ex, BryanDVS, BattleStateGames, WTT- Welcome to Tarkov SPT, Swope25, Funukemaguro, Yakov, NORVINSK_EVANGELION, MassiveSoft M14, Drake Hurley, Choccymilk, Tron, Rexana, Syanide, Pulled Pork
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
Update on the development of the mod:
BryanDVS the main overhaul gameplay author has dropped out of mod for life businesses. We don’t know when he’ll return.I (M14 or the one who ported the assets) will take over the mod development.Currently the mod is going through some major changes. Including in the development right now are some new features: Locked bundles/crates that require keys for opening; a UI that displays compatible attachments (searches nearby containers and your inventory); bartering or item(s) to item(s) trading.Find me on Guppy’s Unofficial Modding Discord at channel #escape_from_tarkov_overhaul if you wanna chat/give feedbacks/test early release.
I won’t link it due to fear of overloading the server too much, you just gotta look for it.
not linking the discord for support and saying look for it shows you dont really want feedback
There’s a reason for it. Putting the link directly last time lead to a bunch of morons spamming the channel with stupid questions that could be answered by simply reading and look around the mod descriptions. If people want to find the discord to suggest ideas or for early access test builds, people will look for it. There were new people still coming into the server without needing a direct link, the name was enough clue for them. Even then, a few morons slipped through to ask for trouble shooting things that aren’t even in the mod, I’m not reopening the floodgate again, either people care enough and will look for it and find it or they won’t.
I really want to be able to test an improved version on 2.0, which is why I’m looking for a link, but when I tell you that I can’t find anything, I mean absolutely nothing. I’m based in France, so maybe that’s why, but the three measly links I found are several months old and therefore invalid, and when I type in “Guppy’s Unofficial Modding Discord” or “Guppy’s Unofficial 7DtD Modding Server” like you said, there are literally NO results.
Try adding me on discord and I’ll send the invite .m14szettairyouiki
tried adding you for said feedback on the discord if you could also invite me to server please
Big thanks to BryanDVS and other people who made this mode. It’s great that you will continue to support this mod. The best mod I played yet. I hope BryanDVS will successfully deal with his stuff. All the best to you guys, and thank you!!!
I’m not sure who will be seeing this from the development team, but the game is having a problem with red X’s in the backpack. As far as I know from some research I’ve done, this is due to using an expanded backpack mod after the 2.2 update. I’m not sure if you are able to update that specific part of the mod so that it works or just remove it entirely, but it makes the game unplayable for people with vision problems (such as myself).
ERRORS
MOD INSTALL DONE AND WORKING.
BUT WHAN I PLAY NEW GAME WORLD CREAT LOT OF ERRORS COME WORLDS NOT START.
This mod is awesome! It’s full of challenges and feels really cool!
But my entire inventory has a red X, the hit markers don’t work…and the unique skill system isn’t even working…jumping and dashing don’t count, and I don’t gain levels.
Is this because 7 Days to Die is now version 2.2? Or is my installation wrong?
I read the instructions thoroughly, but I still don’t understand.
when TFP updated to 2.2 it made the mod work really funky mod devs need to update as well
im not sure what TFP did that makes it like this but its hard to play now
в инвентаре везде красные крестики. это можно как-то пофиксить?
can we get a 1.4 version
hey does the trader v anilla stay locked? cause it 8 am and it not open
i have big red X”s everywhere 🙁
My Inventory space is full of big red X’s in all the slots. Items can be moved just fine and be interacted with but the X’s are an eyesore. This wasn’t a problem in 2.0.
у меня тупой вопрос: а как вернуть здоровье на средней сложности до 200? я не хочу играть лёгкой , где нет штрафа за смерть. я хочу играть на средней сложности с 200 единиц здоровья
Please update for 2.2 my inventory has giant red X’s over every slot
Same
Same
does everyone got the red x mark in their inventory after the update?
I’m getting the same thing.
i get it too
In the previous version of the mod, is there any way to disable the appearance of shotgun shells that appear on the side of the weapon?
Hi, As a fan of version 0.9.5 of the mod (and others, but this one in particular), I am currently preparing a French translation of version 0.9.5 for people who don’t speak English or speak it poorly. Would it be possible for the person who created the mod to respond to me, as I would like to publish this translated version of the mod, but I would like to ask for their permission first. Thank you for your answers.
For those who want to play the mod in version 2.0 and had to disable biome progression, I changed some mod files to get the biome badges. If you want to do the biome challenges like in the vanilla game, just remove this line from the ‘challenges.xml’ file.
The file is in the “\7 Days To Die\Mods\EFT_Overhaul\Config” folder.
This will make the challenges tab appear again, however, the other challenges will come together (basic challenges and others), but it is a way to play EFT in version 2.0 with biome progression.
another solution (the solution im using) is to modify the ‘quests.xml’ file. putting this line above the ‘</configs>’
this will make the reward for the mission of opening trade routes the biome badge. my friends and I like this dynamic because it makes the game more fluid and there is no need to add the challenges back to the game.
クエストのティアが進行しません
does this remove the questsline as well
?
can you help me to change traders open time?
I dont seem to be able to progress quest tier
I’ve completed 18 quests now and still locked to T1 quests
I have disable biome progression (its stupid), I am wondering if this has disabled quest tier progression too
Playing on 2.1(b10)
Tried a fresh new install + no other mods + biome progression off – still no quest tier progression
Tried a fresh new install + no other mods + all default settings – still no quest tier progression
Hello does the old vanilla crafting system with skills and magazines patch of this mod works with 2.0 ?
Looks like there’s an issue with 2.2 (b1) where you get red x overlays in all your inventory spots. Not sure what causes that. Had to downgrade to 2.1 to fix.
everytime i try to spawn into a world I just get flooded with red coding in the logs
same here
Just wondering if we’re supposed to start off day 1 with the knowledge of how to make all these new guns or if i’m experiencing a bug. I feel like it’s too easy to make a purple/legendary weapon when you don’t need to find schematics or find the gun itself and learn the schematic with a toolset. If it’s a bug i’d love to know how to fix it so it feels rewarding like, say.. finding a level 1 M18 and knowing i can now be able to craft a level 6 when i get the materials. It’s too easy to craft purples/legendaries without needing to find a schematic or “disassemble” an existing one to learn how to create it. Thanks for the updates and great work my friend
No you shouldn’t be able too. Sounds like mod conflict/bugs etc.
Thanks for the reply! I’ll look into it, then.
This is just me but the Trauma Wight (Mr. Obey) should drop loot for us like the soldiers and nurses in the overhaul.
Why Is Sprint Toggle Always On. I Cannot Find The Setting/ Or Is This A Feature
I Come From The 1.0 7 Days To Die EFT Version, And Over A Week OF Random Shit Going On. 7DTD Updated To 2.0, And So Did This Mod. I Tried Redownloading Older Versions But Just Me Figuring Out How To Install This Mod In The First Place Was High-Tech To Me, SO I Deleted The Old Save. To This Glorious Version With No Action Skills BUT A Tree. That’s Cool. I Had A LOT Of Trouble Re-Installing This, But Worth It For The Amount Of Fun You Get Out Of It, And It’s Not EVEN DONE YET.
Rating For The Mod Is A -> 8.69 / 10
Hey, so I encountered a sort of bug. Got a couple of mods besides EFT, and at random moments of the game whenever I close it, I lose all of my character progression and quest progression, basically resetting me to zero when I jump back in. I keep all of my inventory and map discovery, but I lose everything related to my character progression.
Anyone else encounter something like this?
How do you disable the biome progression?
It’s in your setting before you load the game up, and it’s hard to miss. It Is Right Underneath OR Above The Air Drop Frequency***
how do i get to the next biome. there’s no challenges and it wont let me in says leave now ???
Mod autor is in haitus he retrun in europe winter time and this time is form december 2025 to march 2026. and this mod not in full wersion yeet.
What version of tarkov does have a skill tree?
first wersion for 1.3 or 1.2 from februrary of this year and is not work with 2.0 to work you need down grade game 1.2 or 1.1
I got 1.4 version, was that the latest until it got switch to 2.0???
If possible, could make any version with only the weapons, attatchments and armored zombies only?
ppl if want play with new mechanic but want trakov style weapons i suggest use izzygunpack is very good now guns are nicely done this pack add more guns than this one the mod unplayable wait m14 or bryan return.
This mod overhaul is completely unplayable for now IF you decided to explore other biomes, the V2.0 gameplay mechanics are not added. Unless if you don’t mind progressing only Pine Forest alone. Otherwise leave this mod be until it is updated again.
Or you know…. just turn off the biome progression as recommended.
i did that just keep giving me nullreferenceExceptions not set to an instance of an object
I tried to get this modpack to work on a server. The guns seem to be there, but the starting kit is not. It gives me base game starter items. Any ideas?
Very nice mod.
but,ordinary lighting is too dim to be useful. The light in the middle of the night vision device is too bright, and it has reached a dazzling degree. It’s bad for your eyesight.
It is possible to turn that “darker night” thing off. For the night vision: there are like two different versions. A low tier one with that terrible, bricked look and later on a high tier night vision with what you´d know from vanilla. So it´s a feature, not a bug ^^
This verson does NOT work with Stable 2.0. Need to wait for an update.
Do you mean Stable 2.1? It seemed to work right up until yesterday’s update.
No, it does, stop spewing random misinfo.
It literally does not, On a fresh install with just EFT and Harmony with biome progression off, it doesn’t load in because of reference not set,
Mine didn’t work either. I was told one way was to fix it was to run the launcher as admin and to make sure to add exception through antivirus, my AVG didn’t let me load in 1 file and it messed everything up.
Works fine, I didn’t have any problems, just turn off the biom progression.
No skills, no challenges, no leveling, no armors (only the commando armor), no stealth moving, no stealth bonuses, no jumping, no biome changes (2.0 basically nullified). It is now a Fortnite with zombies, and I hate Fortnite.
I have only 1 question. What is wrong with you?!
yea they made this whole **actions skills** and tbf…..im sorry but its kinda stupid. thats why im just sticking with the 1.4 version, at this point ill just ask for an old version but with 2.0 but if they can mkae having the old tree an optional mod cuz this is stupid. ¯\_(ツ)_/¯
‘What is wrong with you?!’, to answer your question in short: nothing’s wrong with no-one, you’re in the wrong for even asking such a dumb question in the first place. This mod isn’t part of your soul or one your organs and no one is harming you. Why are you hurt?
A little recap: the author behind all the balancing choices and the decision to make this overhaul an action-skill based progression is on a hiatus.
Since I’m only in charge of the ported EFT assets used for this mod (guns, consumables) so I have no comments on those regards since I didn’t work on them.
Even so, this is his work and his vision of the mod, not yours. If you don’t like it, you can make the choice to not play it, simple. Crying about how a mod isn’t to your liking won’t result in anything unless there’re thousands of the same opinion like yours and even that won’t guarantee anything since you’re not the mod creator, and the mod creator is doing it for free as a hobby, he could do whatever he wants to do with his work.
Not everyone enjoys action-skill, I think some like the vanilla book RNG progression and the ability to jump 3 blocks high while carrying heavy weapons like a super human, nothing’s wrong with that, personal taste is a thing.
Fortunately, thanks to the existence of the gun only pack (managed by someone else with the authors’ permission), you can still play with the weapons and have great gunplay while having the rests be mostly vanilla.
You can look for it by google searching for ‘EFT Extraction Pack’ (reminder that it’s managed by someone else so go comment on their page if you have issues with the gun pack and not here).
That pack also adds the item animations so you’re not missing out on anything custom added to this overhaul mod.
if want someting similar download izzy gun pack or patns weapon pack for 2.0 they are as for biome progresion i dont play same with storms and i have mod ho dlete new zombies use only guns.
Is there a way for the tutorial challenge to progress? I did find Rekt for the quests, but is that it? No challenges at all?
hi to all
i installed the last update but when i start the game i have the following problem
before starting ther opening some window with an red text that tells me
NullReferenceExpectation Objekt Reference not set to an instanceof an objekt
so maybe someone can help me
thanks
Any ideo why when I kill a zombie with a storage chest on their back it disappears???
Will we be able to get the armors the zeds are wearing in the game in the future? They look dope imo
hey guys after installing this mod my tutorial and trader location marker are missing, is there any way to fix this?
You need to reactivate it editing the mod files where they deactivate it
Does anyone else have a bugged sky? It seems like everything goes black.
Got a weird one, been playing the latest build for a week no problem, then suddenly could not hit anything with auto fire if they were more than 10 feet away, so hit record and stood in front of a wall and open up with 4 different weapons shot dispersal was now almost a ring going around aim point, not added any other mods just out of the blue started doing that, tried taking scopes off makes no difference rounds go every where to a ridiculous degree.
Make a new character..the old one doesn’t work.
Can you make a weapon mod and the night separate it or make the bdubs work with this mod thank you.
I’ve scanned all the way back to April looking for anyone who has had the same issue that I’m having, but I have yet to see anyone with the same problem, and it wasn’t stated in the description. the issue I’m having is that all the building blocks are gone except for the cubes, is this intentional, and if so, is there a way to add them back in so I can build a proper base for horde nights? Also, they don’t exist in Debug/Creative mode either, do in Level/Prefab editor.
For some reason mod is not working and it prevents the game from loading. I ran it with no other mods just this one and it didnt work. Ran it without any mods, able to play vanilla. Added other mods to the game except for EFT, also works. Deleted all mods and planted EFT back, game did not load levels. I think I am just gonna wait till this mod is more worked on before getting it. Running it on 2.0 btw.
Did the same, in the mods folder it should have a folder called 0_TFP_Harmony as standard so check for file validation in steam. Got it working after that 🙂
Heya! Loving the mod personally and it is a nice change of pace from vanilla but, I was wondering if anyone else was encountering a weird issue with zombie ragdolls “curling” when you melee them and if they know a fix or what’s causing it? It ruins the immersion slightly watching them do this weird rolliepollie into the fetal position midair (even if it’s a tad hilarious at times).
I just realized, that the EFT_Hot_Fix_patch.zip is missing a MidInfo.xml in the file, so it is getting ignored when trying to load the game up. Not sure if this is causing my issue from previous posts, but I assume that it is. If there is any way I can contact the creator of this mod to let them know outside of these posts, any and all help would be appreciated! Thank you!
no banco que sea sin progresión de bioma y sin habilidades para eso jugar la pre alfa , si es 2.0 que tenga el contenido de la 2.0 si no para eso déjenlo en la 1.0
Todavía está en la versión experimental de 2.0, no es la versión estable completa para v2.0
Not sure if i missed it in the description but were skills removed because of this mod?
yes this mod currently doesn’t have skills, they might readd them in the future but not now
they remove skills some time a go on april wersion of the mod
Easily the most impressive mod that I’ve seen, but I really wish there were some filtering options incorporated in the UI. Most of the mods only seem to work for a few weapons, but there’s no way to know what is available for a weapon unless you manually go through and read each individual description in the craft menu. I also would love a way to filter weapons by the ammo type they use – there’s so many weapons and ammo types it can be pretty daunting trying to determine which weapons I want to be working towards.
Still though, spectacular work.