Escape From Tarkov – Overhaul 2.0 (experimental early release)

7 days to die escape from tarkov overhaul

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…

7 days to die escape from tarkov overhaul additional screenshot 1

  • 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.

7 days to die escape from tarkov overhaul additional screenshot 3

  • 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.

7 days to die escape from tarkov overhaul additional screenshot 2

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

7 days to die escape from tarkov overhaul additional screenshot 4

7 days to die escape from tarkov overhaul additional screenshot 5

7 days to die escape from tarkov overhaul additional screenshot 6

7 days to die escape from tarkov overhaul additional screenshot 7

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

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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.

1.2K Comments
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Walker1127
Walker1127
July 12, 2025 6:21 am

Will we be able to get the armors the zeds are wearing in the game in the future? They look dope imo

Robert
Robert
July 11, 2025 8:45 pm

hey guys after installing this mod my tutorial and trader location marker are missing, is there any way to fix this?

Bird404
Bird404
July 11, 2025 4:56 pm

Does anyone else have a bugged sky? It seems like everything goes black.

Dave
Dave
July 11, 2025 3:56 pm

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.

Andreas
Andreas
July 10, 2025 6:37 pm

Can you make a weapon mod and the night separate it or make the bdubs work with this mod thank you.

Sivart
Sivart
July 10, 2025 2:03 pm

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.

NightisNigh
NightisNigh
July 10, 2025 7:39 am

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.

itsmike
itsmike
July 9, 2025 10:47 pm

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).

Ruinzxyt
Ruinzxyt
July 9, 2025 10:12 pm

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!

sacho
sacho
July 9, 2025 2:01 am

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

Thomas
Thomas
July 9, 2025 4:34 pm
Reply to  sacho

Todavía está en la versión experimental de 2.0, no es la versión estable completa para v2.0

SC0RPZ
SC0RPZ
July 9, 2025 1:34 am

Not sure if i missed it in the description but were skills removed because of this mod?

Thomas
Thomas
July 9, 2025 4:32 pm
Reply to  SC0RPZ

yes this mod currently doesn’t have skills, they might readd them in the future but not now

Radekplug
Radekplug
July 10, 2025 10:37 am
Reply to  SC0RPZ

they remove skills some time a go on april wersion of the mod

BylliGoat
BylliGoat
July 8, 2025 6:27 pm

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.

Ruinzxyt
Ruinzxyt
July 8, 2025 1:37 pm

I am getting this error when I launch the game,
“ERR [MODS] Failed initializing ModAPI instance on mod ‘EFT_overhaul’ from DLL ‘7DEFT.dll’
EXC Ambiguous match for HarmonyMethod[(class=EntityAlive, methodname=AddOwnedEntity, type=normal, args=undefined)] —> Ambiguous match found.”

and then I am also getting this error further down on launch,
“ERR Failed to read data for the AssetBundle ‘EFTconsumables.unity3d’.
ERR Failed to read data for the AssetBundle ‘grenades.unity3d’.
ERR Failed to read data for the AssetBundle ‘RPG7Warhead.unity3d’.
ERR Failed to read data for the AssetBundle ‘EFTthrowables.unity3d’.
ERR Failed to read data for the AssetBundle ‘smgA.unity3d’.
ERR Failed to read data for the AssetBundle ‘PistolB.unity3d’.
ERR Failed to read data for the AssetBundle ‘pistolB.unity3d’.
ERR Failed to read data for the AssetBundle ‘shotgunC.unity3d’.
ERR Failed to read data for the AssetBundle ‘BullpipAndOthers.unity3d’.”

Not sure exactly what is causing it, but any and all help would be great.

Also if there is a better place to ask for help on this, please let me know, as I couldn’t find a discord or other to post this question to.

Regarldess, Thank you! Fun mod though!

Ruinzxyt
Ruinzxyt
July 8, 2025 12:39 pm

V1.0’s download for some reason has an error when trying to extract the files. I am missing the recoil patch folder and at first i thought the same with the extended configs folder, but realized it was on the EFT_Hot_patch.zip download separately. I am a bit confused about this. Any help on this would be great.

Dmitri
Dmitri
July 7, 2025 4:50 pm

Awesome mod boyz, keep it up!
Add stuff like big container (mr.holodilnik) and some hardcore shit, too easy!!! Waiting for new update!
Go gogoggogo!

sadfacemenow
sadfacemenow
July 7, 2025 3:25 pm

A strange bug, but whenever i quick swap from the KSG-12 to the M590A1 after reloading my entire hotbar breaks and it doesn’t swap the weapon models.

Bird404
Bird404
July 11, 2025 4:59 pm
Reply to  sadfacemenow

The same thing happens to me. At first, I logged out and logged in. But now I realized that switching to the last weapon with the side mouse click can unlock the bug. But it’s kind of annoying, haha. Damn sexy shotgun. I use it to dismember the legs of rad ferals.

Duga
Duga
July 5, 2025 3:40 am

Gun hit marker not registering sometimes/ even shotgun can miss in point blank

Thomas
Thomas
July 9, 2025 9:08 pm
Reply to  Duga

are you running the mod on a new save or a preexisting save, I’ve found if you play the mod on a world started without said mod the guns will miss 90% of the time

duga
duga
July 10, 2025 4:56 am
Reply to  Thomas

Yes..restarted on new world and the gun works. Thanks.

temka52
temka52
July 4, 2025 3:35 pm

make pvp damage on weapons pls

Radekplug
Radekplug
July 8, 2025 9:47 pm
Reply to  temka52

they dont work right now they plan return to work on mod in europe winter time arund december to march 2026.

1337
1337
July 4, 2025 9:28 am

Boys can we use the mod on v2.0 stable or we need an update first?

Thomas
Thomas
July 9, 2025 9:09 pm
Reply to  1337

you can use it but progressive biomes and storms WILL NOT work properly with the mod

1337
1337
July 10, 2025 9:03 pm
Reply to  Thomas

oh… i see thank youu!

Vitamins
Vitamins
July 4, 2025 7:59 am

So a server with this mod pack, Dayz type beat add the armor with like dcs plate carriers, steal the dayz community work on leaning with like dynamic movement and inertia. EFT server for the community you can build make a modded airfield, like DayZ Rearmed meets & 7 Days to die, expand the storage allow us to wear the armors like ratnik and maska so we have armor for pvp PLEASE IM DREAMING

Andrew
Andrew
July 4, 2025 6:04 am

is there a way to get the biome badges?

Radekplug
Radekplug
July 5, 2025 11:01 am
Reply to  Andrew

if want biomes dont play this mod if want this mod remove biomes and stroms this mod for 2.0 but with out biomes and storms only take new zombies, new zombie ai rest old 7 days but if you want guns like in tarkov check new izzy gunpack and will have storms and biomes nice looking guns.

temka52
temka52
July 3, 2025 2:14 pm

I wanted to make a pvp server, but the damage from modded weapons is too strange. The first time I shot a regular tt at a player’s unarmored head, I dealt 60 damage, but when the player put on a helmet, I only dealt 1 damage. After the player took off the helmet, I still dealt 1 damage, and the same happened with other weapons. When I shot with an RPG, an error occurred and the shot was not registered. I think this mod is not suitable for PvP, maybe because it’s still raw or was originally designed for singleplayer, as the damage against zombies is correct.

Radekplug
Radekplug
July 3, 2025 7:52 pm
Reply to  temka52

Mod is made arund pve and fighting zombies and surving as hole but there are other type of bullters ap and hollow point they are not in crafting in some bizzare situation.

Spunj
Spunj
July 3, 2025 1:06 am

Fresh FULL (cleaned data) install, game crashes upon ‘spawn into the world’ prompt.
Tried 2x.
I have AMD CPU, my friend has INTEL – I don’t think it is related, but just to think about.

We are both full fresh installs, verify integrity etc and he can load in, I cannot.

Ben
Ben
July 2, 2025 10:09 pm

I found an issue with some of the 9×19 submachine guns and the RIP and AP versions of the ammo. When I switch to the RIP or AP rounds with the following list of guns, switch to another slot, and back to the gun, an error message pops up and the gun stops working. The affected gun may also be duplicated, though I’m not sure exactly how that happens. The error message is:
EXC IndexOutOfRangeException: Index was out outside the bounds of the array.

The affected guns are:
+ MP5
+ MP5SD
+ Vector 9×19
+ SIG MPX
+ STM-9

Other 9×19 guns appear to be unaffected.

Radekplug
Radekplug
July 3, 2025 8:05 pm
Reply to  Ben

I dont have this bug for me vector 9×19 ap work normaly do you use izzy gun pack other gun weapon packs.

Shay
Shay
July 2, 2025 9:47 pm

I think this is one of the best mods, everything seems realistic, and the gun play is amazing. Thanks for the mod I am really enjoying it!

Asser
Asser
July 2, 2025 9:06 am

Are there any perks on purpose or is this a mistake? I’m trying to figure everything out??

NEGRIK
NEGRIK
July 2, 2025 4:49 am

Hello, is it true that there are no perks and the equipment is crookedly made?

SweetCiniBun
SweetCiniBun
July 2, 2025 12:32 am

Where do I find the install instructions? I looked through the ZIP file and cannot find them. Am I looking in the wrong spot?

Jesse
Jesse
July 1, 2025 11:02 pm

Weird issue. I have 16,000 currency in my inventory but it’s not actually showing I have money and I can’t use it. If I use creative mode to get duke coins those work as usual but the new currency with the mod does nothing

Raven
Raven
July 1, 2025 8:22 pm

is there no challenges on the v2 model i cant even find trader rekt

Avantirist
Avantirist
July 1, 2025 10:20 am

How do I get my perks back? I don’t have them, and I can’t even enter new biomes because I don’t know the conditions that will allow me to obtain biome tokens

hidethechicken
hidethechicken
July 1, 2025 6:15 am

is it just me or the perk leveling system / skill tree isnt showing for me? is it cuz of the new update for 7 days to die or the mod

Asser
Asser
July 2, 2025 5:51 am
Reply to  hidethechicken

++((

jj2king
jj2king
July 2, 2025 6:43 am
Reply to  hidethechicken

they got rid of it, for some odd reason, for a new system called “actions skills”, we should ask if they could have the old system as an optional mod or something since some people may want it back.

Frank
Frank
June 30, 2025 1:49 pm
Is there a samurai sword in the mod? Or will there be?
Atrovirens
Atrovirens
June 30, 2025 6:40 am

Is this working properly on 2.0 stable? I’ve been reading comments and seems to be there is quite a couple issues.. I did disable the biome progression and storm freq. Is there any settings or steps I have to do for this to be working properly? I want to add this to our new server.

Rengor313
Rengor313
June 29, 2025 11:27 pm

A question is there a way to increase health?

Alison
Alison
June 29, 2025 8:00 pm
NullReferenceException Error before entering the map
Rambo
Rambo
July 3, 2025 4:47 pm
Reply to  Alison

I’ve been getting the same errors. I have been having trouble with overhaul mods since V1.0. I have reinstalled the game. Cleared the registry of anything relating to 7 Days. As soon as I click spawn in random location it errors out. I have the newest entityclasses.xml installed.

NullReferenceException: Object reference not set to an instance of an object
 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<System.Void (EntityPlayerLocal)>(EntityPlayerLocal)
 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void EntityPlayerLocal:Awake()>(EntityPlayerLocal)
UnityEngine.GameObject:Internal_AddComponentWithType(GameObject, Type)
UnityEngine.GameObject:AddComponent(Type)
EntityFactory:addEntityComponent(GameObject, Type)
EntityFactory:addEntityComponent(GameObject, String)
EntityFactory:CreateEntity(EntityCreationData)
<StartAsServer>d__162:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

NullReferenceException: Object reference not set to an instance of an object
 at EntityAlive.CopyPropertiesFromEntityClass () [0x001d7] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at EntityPlayer.CopyPropertiesFromEntityClass () [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at EntityPlayerLocal.CopyPropertiesFromEntityClass () [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at Entity.InitCommon () [0x00029] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at Entity.Init (System.Int32 _entityClass) [0x00007] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at EntityAlive.Init (System.Int32 _entityClass) [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at EntityPlayer.Init (System.Int32 _entityClass) [0x0002e] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at EntityPlayerLocal.Init (System.Int32 _entityClass) [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x00164] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at GameManager+<StartAsServer>d__162.MoveNext () [0x005fb] in <c97b2cb3e84445e394436f40d1db3b23>:0 
 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <be2cce08ca774b9684099a81093ecac0>:0 

NullReferenceException: Object reference not set to an instance of an object
 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<System.Void (vp_FPCamera)>(vp_FPCamera)
 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void vp_FPCamera:LateUpdate()>(vp_FPCamera)

NullReferenceException: Object reference not set to an instance of an object
 at PlayerMoveController.Start () [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0 

NullReferenceException: Object reference not set to an instance of an object
 at PlayerMoveController.OnGUI () [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0 

NullReferenceException: Object reference not set to an instance of an object
 at PlayerMoveController.OnGUI () [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0

Mesquite
Mesquite
June 29, 2025 8:19 am

I haven’t played the new 2.0 version of this mod yet, but I’ve played it continuously in it’s various forms since February. I love this mod and combined with a vehicle mod it’s hard to beat. After playing all this time I was feeling this mod made the game too easy, but after playing the vanilla 2.0 version of 7D2D I think it’s a bit tougher. Still there is one thing missing that will improve it greatly and that is to bring the screamers back. The game really lacks them and they are needed.

Djentleman
Djentleman
June 29, 2025 6:51 am

Only issue I’m having is that I can’t access Trader Rekt, I can’t find any achievements or anything to progress to unlock him. Unless I’m just supposed to level up and it auto opens him?

I have all the files downloaded and inputted properly, just wondering if it’s a me issue of not being patient

nobody
nobody
June 29, 2025 8:13 pm
Reply to  Djentleman

i think (at least in 1.4 version) you need to do 16 (!) quests for each trader to level up… Trader Rekt opens up at 7:50 and closes at around 20:00, he is a lazy bastard hehe

Raven
Raven
July 1, 2025 8:19 pm
Reply to  nobody

but the problem is he cant find the challenges im having the same issue there are no challegenes

Radekplug
Radekplug
July 3, 2025 8:32 pm
Reply to  Djentleman

@nobody and Raven when start the game there are 2 notes read them in the game after spawn and find rekt manualy on the world there no chalanges not starter quest you need find trader by exploring first rekt you find this one will start quest progresion

Saltydevils
Saltydevils
July 4, 2025 3:09 am
Reply to  Radekplug

Just downloaded the mod and I don’t have 2 letters in my inventory

Tyrantwaffle
Tyrantwaffle
June 29, 2025 12:06 am

Is there a way to disable the overhaul and play with the guns?

forkbomb
forkbomb
June 29, 2025 12:01 am

I just downloaded this mod and it looks like it requires Harmony? My game does not start and I eventually figured this out by looking through the crash logs. It would be nice if there were a ‘required mods’ section on this page that the mod needs.

routaHHH
routaHHH
June 29, 2025 11:00 am
Reply to  forkbomb

harmony should never be deleted

Regiman39
Regiman39
June 28, 2025 5:35 pm

hey, can anyone tell me if ill have to re download and start a new world once this 2.0 is stable. i have a world on the experimental with this mod but dont want to restart if i go stable. would rather just stay on the exp with this exp version. thanks.

Akins
Akins
June 28, 2025 2:53 pm
Hello
There's no sound when using weapons.
Mowgli67
Mowgli67
June 28, 2025 2:36 am

I used WInrar to extract the new files for 2.0 but everytime I load into the main screen i get a bunch of failed error codes. Could I get some help?

Regiman39
Regiman39
June 28, 2025 5:39 pm
Reply to  Mowgli67

i dont have winrar, just followed the video on this page and drag/dropped the respected files into the mods folder. i also had a buddy who used the extract feature on file explorer as well. however were both on windows 11 so i don’t know if thats a feature restricted to that.

also theres a Harmony folder thats already in the mods folder dont remove it, if removed just verify integrity of game files and itll restore.

Elevator
Elevator
June 29, 2025 12:56 am
Reply to  Mowgli67

try verifying integrity of game files after extracting the mods i had the same issue until i did

Ghost3903
Ghost3903
June 27, 2025 10:53 pm

anyone else use bisect hosting with this mod

Koxiwo
Koxiwo
June 27, 2025 5:13 pm
Great mod, but when I entered the Wasteland, I got a crash in the changelogs and lost 20 hours of saves.

Crash: NullReferenceException: Object reference not set to an instance of an object
Radekplug
Radekplug
June 27, 2025 10:36 pm
Reply to  Koxiwo

Do you have on biome progresion and storms if yes disable plus there was this https://dev.azure.com/7DEFT/_git/7D_EFT?version=GBmaster&path=/EFT_Overhaul/Config download new entity confing to have new zombies in mod.

Zeder
Zeder
June 26, 2025 6:08 pm

How are you supposed to survive the burning forest biome with no badges from achievements? Dont tell me you actually have to stack hundreds of those burnt smoothies.

thanhhai2247
thanhhai2247
June 26, 2025 11:34 pm
Reply to  Zeder

Turn it off. It will be removed later officially so don’t worry. Most of the stuffs from 2.0 has no place in EFT overhaul.

M0ZD3F
M0ZD3F
June 27, 2025 12:01 am
Reply to  Zeder

Yeah I’m wondering the same thing. I can’t leave the pine forest without dying

Radekplug
Radekplug
June 27, 2025 9:08 am
Reply to  Zeder

Start new game use tarkov defalult, storms, biome progresion off, books, skills, magazines, off start the game enjoy.

Richard
Richard
June 26, 2025 2:08 pm

i love Escape from Tarkov so much so awesome

DrunkHelix
DrunkHelix
June 26, 2025 1:15 pm

I might be missing this but can you still get the Biome Badges even though we can’t see the challenges?

rorury
rorury
June 26, 2025 10:38 am

V2 – without biome progression trader in forest only have 1 tier quests, is it how it should be? or smthing gone wrong, can’t find anything about the tier system of quests.

Sanctoro
Sanctoro
June 26, 2025 2:43 am

I may be missing something simple, but after carefully moving all the files into the mod folder, and ensuring the tfp harmony is there i still get repeating Null Reference exceptions when i try to start up on a new map.

NullReferenceException: Object reference not set to an instance of an object
 at EntityAlive.get_AimingGun () [0x00000] in <86998b79b7754d0b804e05935897116e>:0 
 at (wrapper dynamic-method) EntityPlayerLocal.DMD<System.Void EntityPlayerLocal:MoveByInput()>(EntityPlayerLocal)
 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void EntityPlayerLocal:MoveByInput()>(EntityPlayerLocal)
 at PlayerMoveController.stopMoving () [0x0002a] in <86998b79b7754d0b804e05935897116e>:0 
 at (wrapper dynamic-method) PlayerMoveController.DMD<System.Void PlayerMoveController:Update()>(PlayerMoveController)
 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void PlayerMoveController:Update()>(PlayerMoveController)

I have even downloaded the newest entityclass.xml but to no avail as the problem persists and i have run out of ideas to try and fix it. as a point of note, this is the only mod present, so no other mods are conflicting

thanhhai2247
thanhhai2247
June 26, 2025 10:07 am
Reply to  Sanctoro

Do the basics again: verify game files, redownload everything, clear all the old files etc.

TyTy
TyTy
June 27, 2025 2:07 pm
Reply to  thanhhai2247

did all the things but don’t work. im playing 2.0