A weapons overhaul this big runs best with the mod pre-loaded server-side. : Get a Plan M server for your modded group →
The Escape From Tarkov Overhaul rebuilds 7 Days to Die's gunplay around the firearms, ammunition and looting of Escape From Tarkov. It adds well over 100 weapons with custom animations and working attachments, a multi-type ammo system, armored enemies that shrug off the wrong rounds, and a reworked loot economy. It is one of the heaviest weapon overhauls in the 7D2D scene, which makes version matching and a clean install the difference between a great run and a crash on the loading screen.
| Attribute | Details |
|---|---|
| Current maintainer | Cadevlacul, with permission from M14's ZettaiRouiki (original overhaul by BryanDVS and M14; credits also list Closer_ex) |
| Category | Weapons / systems overhaul |
| Current build | 2.6.7 Semi-Official, updated 2 September 2026 |
| Game version | 2.6 only. Not compatible with V3.0 or later; current stable is V3.2.0, so the 2.6 branch has to be pinned |
| Side | Client and server (all players need it) |
| EAC | Must be disabled |
| Dependency | 0_TFP_Harmony framework; Closer_ex code library |
Version note (September 2026): the original Nexus page (mod 6076) has been removed by its author. Development continues on the Semi-Official page as build 2.6.7, released 2 September 2026, and that page says in capitals that it is not compatible with game version 3.0. There is no build for the current V3.2 stable. To run it, every client and the server must sit on the 2.6 branch: in Steam, right-click 7 Days to Die, Properties, Betas, and pick the 2.6 entry; on a dedicated server, install the 2.6 build with SteamCMD. A world made on V3.x will not load on 2.6, so start a fresh one.
The overhaul adds more than 100 guns drawn mainly from Escape From Tarkov, each with custom animations, visible and functional attachments, distinct grip poses, picture-in-picture scopes and underbarrel-launcher multi-action. The feel is closer to a dedicated shooter than to vanilla 7D2D's small weapon roster.
Every caliber is split into Ball, Armor Piercing and Hollow Point variants. AP defeats armor, HP maximizes damage on soft targets, and Ball is the general-purpose round. Because enemies now wear real armor, the round you load actually matters.
Armored enemy variants carry armor that reduces damage from non-AP rounds. Bringing the wrong ammunition to a fight against an armored horde is a quick way to burn through a magazine for nothing.
Containers such as shelves, cabinets and crates yield contextual loot based on their type and location, and the mod adds dozens of new items and hundreds of item modifiers. Vanilla progression is tightened so the early game is harder and the endgame runs longer.
0_TFP_Harmony folder present in your Mods directory (verify game files in Steam if it is missing)serverconfig.xml on a dedicated serverMods folder on every client and on the serverGame version 2.6, and only 2.6. The maintained build is the Semi-Official 2.6.7 (2 September 2026), and its own page states it is not compatible with game version 3.0. The current stable game is V3.2.0, so to play it you pin the 2.6 branch in Steam on every client and on the server. The original mod page was removed by its author; the older v1.x line for the 1.0 game is no longer distributed there.
Yes. The mod ships custom C# code (it depends on the Closer_ex code library) and uses the 0_TFP_Harmony framework, both of which Easy Anti-Cheat blocks. Disable EAC on the client before joining, and disable it server-wide in serverconfig.xml. If the 0_TFP_Harmony folder is missing from your Mods directory, verify your game files through Steam to restore it.
Both. This is a client-and-server mod: every connecting player must run the same build as the server, because the guns, ammo and attachments are new assets that have to exist on each client. Mismatched versions cause asset-load crashes during world join. Install manually rather than through a mod manager.
Each caliber is split into Ball, Armor Piercing (AP) and Hollow Point (HP) variants. AP rounds punch through the armor that the overhaul's armored zombies wear, while HP does more damage to unarmored targets. Picking the right round for the threat becomes part of the loadout.
Looking for other mods? Browse all 7 Days to Die mods: Darkness Falls, The Asylum, War3zuk, plus weapon packs and quality-of-life modlets. Want it pre-installed? Compare hosting plans →