Uploaded June 2016 | Updated September 2026, 2 weeks ago
Available here: forums.qhimm.com/index.php?topic=17008.0
So I had this notion to put into motion an idea I had for a quick mod. There's a not so well known challenge for FF7 called Necrosis MO, devised by a user called Necrosis and other FF7 challenge runners, which has the player survive on mandatory Inns/restoration (no optional healing) with just Magic attacks and certain Materia at their disposal.
The True Necrosis mod (TN), takes a different spin on this. First, the player is free to use any attacks they want (Limits, etc.) and will start the game with 9999HP and 999MP for every character. However, I've tried to remove any possible sources of healing from the game so that the player needs to make this HP/MP pool last for the entire run. Any damage you take is permanent, and any MP you spend on spells is gone.
That's the general idea, anyway.
There are a couple of Materia restrictions and changes to make this work:
-) HP/MP Absorb have been removed.
-) Elemental Materia has been restricted to Nullify damage (rather than Absorb).
-) Armour & Accessories have also had their Absorb flags downgraded to Nullify.
-) Cat's Bell is unobtainable.
-) Every character nullifies the Restorative element in their AI as well; most curative spells are able to retain their original flags because of this (so that enemies can use them).
-) The Magic menu was disabled in the party menu to prevent healing with Cure, Life, etc. outside of battle; equipped spells can be checked through the Materia menu instead.
-) Curative items cannot be used in field screens (in-battle, they should heal 0).
-) Sources were disabled and cannot be used.
If you find a way to circumvent any of these, or some other type of healing that I've missed, then let me know so I can get it patched up. I made this mod within a couple of hours, so there's likely going to be at least something I missed in there. In terms of how challenging this is, I've not got much idea. It's uncharted territory (until someone plays through the whole thing). Maybe avoid anything that uses Demi; Safer might also be a problem due to Supernova and Heartless Angel dealing %-based and fixed damage respectively.
Installation is identical to using FF7 NT's installer; direct the patcher to the game's data folder (should be compatible with 1998 and Steam). The files being changed are the flevel and kernel/kernel2. For 7H/different language installations, I'll put something together if there's interest for those (assuming there's no catastrophic day 1 bugs to sort out but when has that ever happened :3).
But if you do give it a whirl, feedback would be appreciated along with some updates on your progress (how much HP/MP you have at certain points of the game for instance, annoying/dangerous fights, bugs, etc). And remember to make a back-up of your data folder (or just the field and lang-en/kernel folder) before patching. Happy zombie-ing.
\\Testing: No Dialogue Text Feature (?)//
Also, this mod is another test for a function in Makou that removes all non-question text from the game. Not sure if this is stable or not, but I figured now would be a good time to find out. Should make the game much faster with no text to skip through, but some scripts rely on window closing (I think) so if you encounter any soft-locks during in-game cutcenes then let me know. I've got a normal flevel for this mod waiting as a back-up in case this experiment doesn't work out.
Available here: forums.qhimm.com/index.php?topic=17008.0
So I had this notion to put into motion an idea I had for a quick mod. There's a not so well known challenge for FF7 called Necrosis MO, devised by a user called Necrosis and other FF7 challenge runners, which has the player survive on mandatory Inns/restoration (no optional healing) with just Magic attacks and certain Materia at their disposal.
The True Necrosis mod (TN), takes a different spin on this. First, the player is free to use any attacks they want (Limits, etc.) and will start the game with 9999HP and 999MP for every character. However, I've tried to remove any possible sources of healing from the game so that the player needs to make this HP/MP pool last for the entire run. Any damage you take is permanent, and any MP you spend on spells is gone.
That's the general idea, anyway.
There are a couple of Materia restrictions and changes to make this work:
-) HP/MP Absorb have been removed.
-) Elemental Materia has been restricted to Nullify damage (rather than Absorb).
-) Armour & Accessories have also had their Absorb flags downgraded to Nullify.
-) Cat's Bell is unobtainable.
-) Every character nullifies the Restorative element in their AI as well; most curative spells are able to retain their original flags because of this (so that enemies can use them).
-) The Magic menu was disabled in the party menu to prevent healing with Cure, Life, etc. outside of battle; equipped spells can be checked through the Materia menu instead.
-) Curative items cannot be used in field screens (in-battle, they should heal 0).
-) Sources were disabled and cannot be used.
If you find a way to circumvent any of these, or some other type of healing that I've missed, then let me know so I can get it patched up. I made this mod within a couple of hours, so there's likely going to be at least something I missed in there. In terms of how challenging this is, I've not got much idea. It's uncharted territory (until someone plays through the whole thing). Maybe avoid anything that uses Demi; Safer might also be a problem due to Supernova and Heartless Angel dealing %-based and fixed damage respectively.
Installation is identical to using FF7 NT's installer; direct the patcher to the game's data folder (should be compatible with 1998 and Steam). The files being changed are the flevel and kernel/kernel2. For 7H/different language installations, I'll put something together if there's interest for those (assuming there's no catastrophic day 1 bugs to sort out but when has that ever happened :3).
But if you do give it a whirl, feedback would be appreciated along with some updates on your progress (how much HP/MP you have at certain points of the game for instance, annoying/dangerous fights, bugs, etc). And remember to make a back-up of your data folder (or just the field and lang-en/kernel folder) before patching. Happy zombie-ing.
\\Testing: No Dialogue Text Feature (?)//
Also, this mod is another test for a function in Makou that removes all non-question text from the game. Not sure if this is stable or not, but I figured now would be a good time to find out. Should make the game much faster with no text to skip through, but some scripts rely on window closing (I think) so if you encounter any soft-locks during in-game cutcenes then let me know. I've got a normal flevel for this mod waiting as a back-up in case this experiment doesn't work out.
![FF12 International Zodiac Job System (IZJS) - Test Video
Its everyones favourite protagonist: Caar.
Intro cinematic ends at 2:48
[What is this?]
This here is FF12. But its not any old version of the game, its the International Zodiac Job System version which was released in Japan after the NTSC and PAL releases.
FF12 IZJS (as its known) features a few new gizmos that werent in the other releases. Most notably, they added in a Job system that reins in the License system of the original game and dictates character growth and ability pools to an extent. Theres also some new weapons, a break damage limit, and more customisation options for Guest characters who join.
But one of the other big additions was Trials Mode, which is like a boss rush of sorts where the player loads a party from their save file and attempts to beat a whopping 100 stages, with some new enemies and encounters not featured in the original game making their appearance. It starts with Dire Rats, and ends with a showdown against...well, spoilers and all that.
While well likely be making a run of Trials Mode at some point, what were interested in at the moment is the Weak Mode thats unlocked after beating all 100 stages of Trial Mode. Starting a new game in Weak Mode disables all EXP given by enemies, meaning its essentially a low-level game (otherwise called a 112233 game).
So well be running this here FF12 on Weak Mode and trying to get to the end. As Im very rusty (havent played it in something like 8 years) it should be a decent re-introduction back into the game. I also hear that a 112233 challenge is quite fun, so kinda looking forward to it.
[Video Set-up]
Ill be running FF12 IZJS from PCSX2, with an English Patch applied to it. The IZJS version wasnt released outside of Japan, but some bright sparks managed to get it translated with only a few technical hitches here and there.
As far as video quality goes, Im still experimenting with different things. For one, the game is very stable on PCSX2s default settings compared to some others (but I bet I could fine-tune it a bit). The resolution was also set at 640x480 (which I reckon isnt enough for this generation of game) so Im going to test higher ones to see if I can raise the quality a bit.
The black bars on the video are FF12s own native black bars that were a source of criticism at the time of the games release; theyre huge, and not easily eliminated. I think a zoom might help decrease these a bit (assuming the HUD isnt cut off too much).
As far as audio goes, Im going to run with the in-game audio so long as FPS drops dont distort it too much. Otherwise, Ill mute it and slap other music down (probably stick with FF12 music for now, then move it into other tracks). I always liked the music in this game, and it sucks to lose sound-effects.
Let me know what you think and if you got advice/tips for FF12 + PCSX2 then Id appreciate hearing them. FF12 International Zodiac Job System (IZJS) - Test Video](https://i.ytimg.com/vi/sWJ_jysgrTA/mqdefault.jpg)



![FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape
So this is the Nightmare 7 Mod, put together by TenkoKuugen and often found on Bootleg installs (though here we did it manually). The main thing here is that its quite different from the regular game with custom events and a different dynamic for battles created by the extensive changes.
The mod uses resources from other mods, such as Cloudiars OVA Remake, UltimaEspios Aeris Revival, the Menu Overhaul, and Gjoerulvs Hardcore mod. Were going to escape Midgar and see whats what. Im not a fan of the menu overhaul, it causes lag on my entry-level PC and I dont like the RPG-Maker style layout itself but hey-ho; gotta get into the spirit of the thing :I
...though I didnt make it any better by not fixing those borders. I think I played it on the wrong resolution.
-Strategy-
[Note: This battle and the fight with Air Buster were re-recorded after clearing Motorball as I only decided to start recording fights at Aps. Footage of the first run is from Aps onwards.]
First off, Scorps Search Scope inflicts Paralysis (like the Hardcore mod) so its best for his target to use Defend to soften the damage. We have a lot of HP to burn through, so its important to make our own HP last as long as we can. Theres not much else to handle, except that Tail Laser reduces HP to 1 and inflicts Berserk + Confuse so thatll be an instant wipe if it lands.
As you can see, Barret has a lot of HP for this level (so does Cloud but not nearly as much). Stats have been altered for this mod quite drastically so these differences will become more and more pronounced as we go.
The bigger change is found leaving the Reactor. Weve got to mash the confirm button to escape the guards...so we can fight the guards all at once. This is actually helpful as our multi-target items are more efficient (though its maybe riskier with all the potential damage flying in).
But what are these mysterious items were picking up? Well, I guess all will be revealed at some point. FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape](https://i.ytimg.com/vi/tDb72R6PpAU/mqdefault.jpg)





