FF7 True Necrosis Mod @SegaChief
FF7 True Necrosis Mod  @SegaChief
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.
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FF7 True Necrosis Mod

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