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:
A custom map based on the maps from Tarkov has been decided. The official next update for the EFT overhaul will be when the custom is finished.
Currently, more props are being brought over to support this map project.
To check out random bits of development, visit the channel in Guppy’s Modding Discord at #escape_from_tarkov_overhaul
For some reason I have a red X on every slot in the inventory. Is there a fix for this?
For some reason my inventory has an red X on every slot, anyone has a fix for this?
For anyone getting the #nullreference error, what fixed it for me was to roll back to Alpha V2.2 of 7DTD, V2.3 was not compatible.
I’m missing the SkillTree.
Anyone know how to fix this ?
not revert to skill tree you need revert game 1.4 and download older realse thats name of the file as for newer realse the game use action skill mode where level up by dooing things you have more crits do headshots, you want faster reload do this more you want more flat damage doo body shots.
We will have a weapons only mod ?
Is there a way to get the 1.4 version that has the perk system and standard leveling work on the 2.0 version of the game? I miss the variety of armors and the vanilla 7 days experience.
In downloaded section fille call old realse
is this mod 2.3 stable friendly yet?
I hope the author will let us know when it is ready for 2.3 I’m following this page almost everyday to check on updates
for what version is?
i had made work as clean 2.0 wersion of the game and works you need in change wersion 2.0 but best wersion is when dwongrade your game to 1.4 before storm update this one was most stable
Me and a few mates have tried this, cant get it to work. List some instructions for goodness sakes and stop expecting all us nubes to be up with it if you want it to prosper. Thanks.
I keep getting “nullreferanceexception: object referance not set to an instance of an object” i tried downgrading to just 2.0 and nothing works. Is there a fix?
you need a new mod in the mod folder where eft is,the mod is called harmony,it will work
2 things I’d like to see added to the mod would be farming and bartering skills. farming currently is pretty pointless and as far I know there is no skill to make it better. With the heavy emphasis on trading for better weapons and ammo it can feel almost impossible to actually get a nice variety of high level weapons with good mods on them. Somewhat also reflects the relative rarity of toolsets to make your own weapons and mods. Great mod but I really enjoyed being able to pick a new weapon to use every week in game and test it with all it’s best mods
is this mod abandoned?
Nope, it’s being actively worked on everyday. Join the discord to see random cool things being added.
What would the discord be?
i want too
https://discord.gg/ThSvpsE8UN
For anyone stuck unable to play with the most recent patch. I did manage to get 7d2d v2.3 working with this mod. I went to Closer_ex’s Github and painstakingly download all the folders that were updated this week and manually replaced all of the updated files by hand matching up each of the file names with the matching mod folders. Then I copied that updated folder to my server directory. Long story short, once I was done, the Tarkov mod loaded perfectly.
none of what i see matches to eft
Can you share how to do it?
Мне помогло, но в характеристиках персонажа буквы накладываются друг на друга.
Скачайте и замените файлы из папки Closer_ex-7D2D-mods:
– 0A-KFCommonUtilityLib
– 0B-CustomParticleLoader
– 0B-FullautoLauncher
– 0-FPVLegs
– CustomMuzzleFlash
– CustomPlayerActionManager.
Скопируйте их в папку:
Ваш диск:\SteamLibrary\steamapps\common\7 Days To Die\Mods
Правильно я понимаю что данный мод работает только на версии 1.4?
i can’t seem to play this overhaul mod, as when i gen the world it comes up with an error, is there a way to fix this?
gotta go back a version. fun pimps ruined it with a tiny update
Just an update. New Stable causes many errors. Total Wipeout. See below
2025-09-09T14:06:10 826.929 ERR XML loader: Loading and parsing ‘items.xml’ failed
2025-09-09T14:06:10 826.931 EXC Index was outside the bounds of the array.
at (wrapper dynamic-method) ItemClassesFromXml.DMD<System.Void ItemClassesFromXml:parseItem(System.Xml.Linq.XElement)>(System.Xml.Linq.XElement)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void ItemClassesFromXml:parseItem(System.Xml.Linq.XElement)>(System.Xml.Linq.XElement)
at ItemClassesFromXml+<CreateItems>d__1.MoveNext () [0x001a5] in <fc293d63a5c248ec884347baf7a15f45>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__50.MoveNext () [0x00044] in <fc293d63a5c248ec884347baf7a15f45>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass51_0:<loadSingleXml>b__4(Exception)
<CoroutineWrapperWithExceptionCallback>d__50:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Next
2025-09-09T14:06:12 829.009 ERR XML loader: Loading and parsing ‘recipes.xml’ failed
2025-09-09T14:06:12 829.012 EXC No item/block with name ‘guntokarevtt’ existing
at RecipesFromXml+<LoadRecipies>d__1.MoveNext () [0x000e7] in <fc293d63a5c248ec884347baf7a15f45>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__50.MoveNext () [0x00044] in <fc293d63a5c248ec884347baf7a15f45>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass51_0:<loadSingleXml>b__4(Exception)
<CoroutineWrapperWithExceptionCallback>d__50:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
2025-09-09T14:06:12 829.117 INF Loaded (local): blockplaceholders in 0.03
2025-09-09T14:06:13 829.988 ERR XML loader: Loading and parsing ‘loot.xml’ failed
2025-09-09T14:06:13 829.991 EXC Item with name ‘schematicsSpecialRobotics’ not found!
at LootFromXml.ParseItemList (System.String _containerId, System.Collections.Generic.IEnumerable
1[T] _childNodes, System.Collections.Generic.List
1[T] _itemList, System.Int32 _minQualityBase, System.Int32 _maxQualityBase) [0x00182] in <fc293d63a5c248ec884347baf7a15f45>:0at LootFromXml.LoadLootGroup (System.Xml.Linq.XElement _elementGroup) [0x0020d] in <fc293d63a5c248ec884347baf7a15f45>:0
at LootFromXml+<LoadLootContainers>d__2.MoveNext () [0x00081] in <fc293d63a5c248ec884347baf7a15f45>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__50.MoveNext () [0x00044] in <fc293d63a5c248ec884347baf7a15f45>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass51_0:<loadSingleXml>b__4(Exception)
<CoroutineWrapperWithExceptionCallback>d__50:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Next
2025-09-09T14:06:14 831.038 ERR XML loader: Loading and parsing ‘traders.xml’ failed
2025-09-09T14:06:14 831.040 EXC Item with name ‘guntokarevtt’ not found!
at TradersFromXml.parseItemList (System.String _containerId, System.Collections.Generic.IEnumerable
1[T] _childNodes, System.Collections.Generic.List
1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x0014e] in <fc293d63a5c248ec884347baf7a15f45>:0at TradersFromXml.ParseTraderItemGroup (System.Xml.Linq.XElement e) [0x0018a] in <fc293d63a5c248ec884347baf7a15f45>:0
at TradersFromXml.ParseTraderItemGroups (System.Xml.Linq.XElement e) [0x0001e] in <fc293d63a5c248ec884347baf7a15f45>:0
at TradersFromXml.ParseNode (System.Xml.Linq.XElement e) [0x001d7] in <fc293d63a5c248ec884347baf7a15f45>:0
at TradersFromXml+<LoadTraderInfo>d__0.MoveNext () [0x00029] in <fc293d63a5c248ec884347baf7a15f45>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__50.MoveNext () [0x00044] in <fc293d63a5c248ec884347baf7a15f45>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass51_0:<loadSingleXml>b__4(Exception)
<CoroutineWrapperWithExceptionCallback>d__50:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Is the mod currently broken? Cant play. Once the world is created i get infinite
“nullreferanceexception: object referance not set to an instance of an object”.
Is there a fix or workaround.
That’s also what im getting
I ‘m waiting for a new version of your mod . It’s made very well!
every time i use the mod theirs red x over all my inventory
https://7daystodiemods.com/escape-from-tarkov-overhaul/#comment-45277
tarkov is one of the best mods i have used in a while it adds so many fun things i really like the new gun mods i use izzy sometimes because tarkov isnt compatable with most mod because its an Overhaul but other than that it is a super good mod 🙂
What`s up with those crosses in main inventory?
Outdated UI mod version. I installed SMX, put it higher on the alphabetical load order, and deleted all of the XUI folders in the EFT mod. Worked like a charm. However, I will say that SMX mod does place the right-most inventory tiles a bit over the edge of the screen, but not completely.
lol same problem red Xs,
hey my friend and i just got this mod pack and we have Red Xs in our inventory ui. not chest just our characters inventory UI i think it out dated and needs to be fix plz or if anyone here can tell me how to fix it would be a big help
what is the rouble for it say no value and cant even scrap it for paper
you trade with them
Hi,
I’ve recently got into modding and managed to create a compatibilty patch for EFT (Version 1.4), Bdubs vehicles, SCG turrets & 7 days of insomnia. This also includes some small tweaks for my own taste. I’ve asked the other mod authors for permission to updoad the patch already and just wanted to make sure the EFT team are all good with it too.
Not sure where’s best to ask this question.
Thanks
You can publish it with proper credits from this page.
I’ve learned the car maintenance schematic but for some reason still can’t craft bdub vehicles, any fix to this?
I’d love to play this mod again, had fun with it in the past, but it seems to be completely broken. I’ve been through all the comments and tried everything that others have suggested(play in V2.1, run as admin, disable antivirus, uninstall and reinstall, disable biome progression) I’ve tried everything, yet still get nothing but errors when trying to just create a world.
From what I can gather from the logs, the main issue is
‘1.333 EXC Could not load file or assembly ‘0Harmony, Version=2.13.0.0, Culture=neutral, PublicKeyToken=null’ or one of its dependencies.
at Mod.InitModCode () [0x0009d] in <6f6375162d3d4589aa2d1548306baa23>:0′
I’ve checked, and the ‘Harmony’ folders are installed with the mod.
Suppose i’ll just wait till the actual mod author returns. Good luck to others who try to run this mod
Hi! I know how to fix the X issue in the inventory. Just go to EFT_Overhaul\Config\XUi\controls.xml (you can open it with Notepad)
<sprite depth=”9″ name=”cancel” sprite=”ui_game_symbol_x” width=”62″ height=”62″ color=”255,0,0,255″ type=”sliced” visible=”false” foregroundlayer=”true”/> <!– ? –>
<sprite depth=”9″ name=”cancel” sprite=”ui_game_symbol_x” width=”70″ height=”70″ color=”255,0,0,255″ type=”sliced” visible=”false” foregroundlayer=”true”/>
Find those two lines of code and delete them, save the changes, and that’s it. Whatever’s damaging your existence is gone.
Thank you Ryuu, Dunno what this fix looks like long-term. However, the Red “Xs” are now gone.
Hey there, did anyone else have a server login issue that forces you to only play offline? First time trying the mod and ive tried it on 2.0, 2.1, and 2.2….is the older version more stable?
I found the solution for the red X
go to :
EFT_Overhaul\Config\XUi\controls.xml (you can open with notepad)
<sprite depth=”9″ name=”cancel” sprite=”ui_game_symbol_x” width=”62″ height=”62″ color=”255,0,0,255″ type=”sliced” visible=”false” foregroundlayer=”true”/> <!– ? –>
<sprite depth=”9″ name=”cancel” sprite=”ui_game_symbol_x” width=”70″ height=”70″ color=”255,0,0,255″ type=”sliced” visible=”false” foregroundlayer=”true”/>
change visible=”false” to visible=”{# ishovered and islocked}”
Thank you! That saved my attempt to play a new session on v2.2!
i open it but i dont see what your talking about here all that i see <configs>
<conditional>
<if cond=”game_version() >= version(1,2,0)”>
<setattribute xpath=”//mainmenubutton” name=”force_hide”>true</setattribute>
<setattribute xpath=”//mainmenubutton//*” name=”force_hide”>${force_hide}</setattribute>
</if>
</conditional>
</configs>
So, I did the change you suggested, and nothing changed. I’m not sure if it’s just not compatible with the current game version (playing the most recent download for the game and the overhaul) but I guess I will just have to wait for the developer to update their mod version.
Yo uh you gonna fix the broken files? i went to update the mod cause i had some issues with progression locked on older version, removed all the files relating to the mod and redownloaded the new one and it runs into issues in the “KfCommonUtilityLib”. would be nice to be able to play the newest version but i guess the slightly previous version will do
Nevermind… somehow missed this updated to 2.1 all is good now
What version of 7D2D does this mod required!?
It works best with version 2.1 at the moment
hmmm, i tried it on a clean 2.1 install but still gives me errors when spawning into world!
What version of the game is needed for the mod?
2.0 verson has a bug where u pop a propital and switch before the animation finishes u get to keep the stim but it effects will still work so u get unlimited propitals
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).
same
same here
ERRORS
MOD INSTALL DONE AND WORKING.
BUT WHAN I PLAY NEW GAME WORLD CREAT LOT OF ERRORS COME WORLDS NOT START.
Same
x3
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
Im finding each trader has their own hours. Rekt(jackass) is like 7:55a to 7p. Hugh will stay open until 12am. Havent found the others to see their ours operations yet.
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
same
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?