2.0 Direct Installer
https://mega.nz/file/1sRzzKYQ#8e7Hd5r8kOSEml5dcgqHXeUI_jlaa8MvhLkcN1eiWW82.0 7th Heaven iro file :
https://mega.nz/file/I5Z3WQQb#DOp3cpOp-lPrpe050q06Pzohu_Aijio5rTc4RJg1sbc2.0 takes many elements from Tifarith V1.X but with many features added/changed like :
-Innate abilities : Like New Threat, characters have some innate could be passive (Barret has natural defensex2) or active (Cloud gains Strength in front row/defenses in back row).
-Balanced character's powers : In the former version Tifa was VERY overpowered, now she's still very strong (her limit breaks are a bit nerfed though, except for the first 2 ones and Final Heaven) but other characters, especially Vincent, got some buffs (in stats, but also his very good innate and his transformation's attacks now ignore defences).
-Most characters have not 1, but 2 "last weapons". For example, Barret may use the HP Punch based on HP ratio or the Crit Score which always grants a crit, or Cid may use the Mars Gospel which absorbs HP or the Flayer which ignore defence.
-Back Row only grants 33% damage reduction and some enemy's attacks (especially "Shoot" ones) are long range.
-Sadness now grants 50% damage reduction but is less accessible than before (tranquilizers are really rare and only a late E.Skill can grant Sadness)
-modified damage formulas : Death Penalty (now for one of Tifa's last weapon) and Premium Heart (now for Vincent's) formulas are boosted a bit, so get especially less weak than before when you have few kills or empty limit bar. Damage formula based on Materia modified too, as it is a bit too cruel (now 666 x materias instead of 1111)
-New bosses/minibosses : Many bosses are swapped or completely changed with new strategies, and other bosses, optional as well as mandatory, were added with often a strategy element to take into account.
-New spells/elements/E.Skills : Now every weapon has an element (Cut, Shoot, Hit or Punch) which could be strong or weak against some enemies. Earth is now mainly a physical element. Gravity does no longer percentage damage and is now a physical element as well. Limit is also an element in itself (replacing Shout) which some bosses may resist or be weak against. Physical E.Skills were replaced by more potentially useful ones (especially HealVortex or Magnify).
-Sense can work until 300 000 HP (In other words, only Emerald, Ruby and Safer cannot be sensed). Thanks to Postscriptthree for this one.
-Bonuses for summons : Except a few ones, they does not cause stats drop anymore, YET their materia bonus can be very worthy. Magical as well as physical summons.
-Story scenes addition : Disk 1 part features a small scene between Tifa and Aerith when you enter Nibelheim. Possible Tifa x Aerith date if you got more than 50 love points for both. Dialog additions as well at some part of the game.
-Additional sidequests : Additional sidequests (mainly for interesting weapons) are added at last part of the game.
-Added Northern crater areas : Inspiration from New Threat 1.5's Dark Cave. While navigating through Northern Crater, just before the separation you'll have to face Sephiroth's world of illusion, with 3 bosses in it increasingly difficult.
Difficulty adjustement : still progressive, but difficulty peaks (Whirlwind Maze...) are less violent, whereas the beginning of the game is slightly more difficult due to the new strategical things to integrate.
The most massive difficulty changes are at disk 3 : if 1st half (before the separation) is still doable right away, 2nd half of Northern Crater is way harder, especially the bosses. It is very recommanded, if not mandatory, to do some sidequests/grinding before going to it, as Safer is only a few inches from Ruby/Emerald (but there is a little trick, usable with Ruby as well).
Sidequests bosses themselves (mostly for lasts weapons) are not that difficult though. Ultimate Weapon is clearly buffed but the reward from beating it worths it.
Note also that if you're too lazy to do Chocobo Breeding, you can obtain the Desert Rose from the guy at Battle Square's stairs after having beaten the Special Battle.
2.0 screenshots :




Having contributed to this mod (by tools, suggestions, feedbacks or technical explanations) :
NFITC1, Petfriendamy, Borde, myst6re, mav, Sega Chief, Odysseus, Sentimental, Zakudosukin and Lyessoz
Direct installers for version 1.111
(These ones will erase any version of FFVII you have on steam, so save your old files before applying it)
Original Version:
https://mega.nz/file/8tgCkSTT#BzwY3bnJYmwMuNaxYDbvf1_IwEZGSHlg-DoqUjdPe7MCasual Version:
https://mega.nz/file/Ex4TmBTb#NwiQ2A2zDYk2M86mtqOzU2MF22oHWvYCiq2QjHbkZEg7th Heaven iro file (v1.115, some bug corrections of v1.111):
Original Version:
https://mega.nz/file/YlxWGJSY#hennHnE2wkiO9shiUeUcUfANIIF5hTuvaxIQhTCqqWcCasual Version:
https://mega.nz/file/54hxmZJQ#LRe4Ob_lJy7L8cHoIIDvGdfwROetHBzieSSR8kWimisHello everyone
First, please excuse my possible writing mistakes. English is not my native language.
I made an FF7 mod inspired by NT. The story remains unchanged. There are some notable field changes though, but they do not change the whole plot.
Modified and added some dialogue as I feel it too, but again no revolutionary change.
Yuffie and Vincent are easier to obtain, even if they're still missable. Also, for both personal tastes and mod convenience, some side quests are delayed until disk 3.
Just for fun : added some love points for Tifa after Gold Saucer date if she is in your team at some moments. Consequences : love points needed to have the more romantic scene -a bit modified- under the highwind is a bit higher (but not hard at all to get).
I really hesitated to make a possibility to save Aeris but chose finally to do not, as it may edulcorate the story too much. She make some apparition after her death though, and not only in the sector 5 Church...
For the mod's name, it is just that mixing everyone's favorites waifus seems more appealing

But it is also because the field changes I made mostly expands their roles/friendship a bit...
Yet the focus is more on combat features. The main spirit here is to render this mod accessible for both beginners and veterans.
For this reason, you'll not see much difficulty change from OG at the beginning but as the game progresses it will be more and more complex/difficult.
This becomes visible at the 2nd part of Shinra tower, evident at the Temple of the Ancients.
Still, the difficulty progression is not totally linear, there are some "local" difficulty spikes -prepare to suffer before each Jenova/Sephiroth encounter- and hollows to break the routine.
The last 3 bosses are hard, especially Safer-Sephiroth himself. Still possible to beat without much grinding but part 3 is where you are really encouraged to do some sidequests.
It is not meant to be absurdly hardcore though, just sufficiently for the player to use his brain. Especially in boss battles where most have unique features, yet are not (except for the latests) HP bags.
That is, if you got swept by a boss but analyzed it, you should be able to prepare for next try and beat it without problem (you can even sweep a few if you're REALLY well prepared strategically) as theorically you have all the necessary stuff.
Grinding will help of course but that's not a sina que non condition. If you take the stuff on your way and do not flee all the normal battles it'll be OK.
But of course, I need some feedback because as I know my own game, I can't be totally neutral.
So, here are the main changes
New materias/spells:
-no more HP/MP pluses, replaced by def+/spirit+.
-Some materias have a slight change in stats bonuses/maluses. For example Barrier/Heal does not drop your attack/def/HP and enhance your magic/Mdef/MP since they does not use the magic stat (you're thus encouraged to give them to other than magic users).
-No more Exit, Poison, Mystify and Seal materia : most alterations can be now inflicted by enemy skills. There still are the "Transform" & "Time" materias.
-Cure and Regen are now separate materias.
-Some materia location/obtention changes, including early Enemy Away materia if you want to avoid annoying battles. Be careful to not abuse it though.
-Like NT, 2-Cut and 4-Cut are separate materias. Same goes for Slash-all and Flash.
-No more contain but now Ice4, Fire4, Quake4 and Aero4 spells. Contain is replaced by "Mako" materia with 2 new spells (PU239 and Nuke).
-Shield grants you a 50% boost in def/Mdef in addition of the statut.
-Wind, Water, Light (Holy spells) materias added.
-No Poisona spell : the Heal materia now contains White Wind (Laundry).
-Invocations now ignore defense (except for KoTR) and many cause stats drops (from slight to consequent) in order to rise a bit their usefulness.
New enemy skills : nearly all enemy skills are changed or replaced in order to be useful yet not game breakers.
-Some enemy skills ignore defense (but NOT pandora's box which works differently).
-Some physical enemy skills with different physical element (shoot, weight, shout) some monsters/bosses may be weak against.
-Some status inducing enemy skills (even Sadness/Fury, and many bosses can be afflicted by Fury...)
-Some stats boosting ones (i.e : big guard now rises your def/Mdef by 20% and gives you Death Force instead of granting you barrier/MBarrier/Haste)
Normally you SHOULD be able to learn most of them without searching a lot, as many ennemies/bosses got them.
Just keep the E.Skill equiped but theorically you should do it naturally as there is a battle where you are forced to learn one to defeat the boss and the spell is quite powerful for the beginning and learn rapidly other useful ones short after.
Character "roles" :
Even if I tried to keep the original spirit (you can equip anything to anyone), character's weapons give them some specific boosts (Vitality/Spirit for Barret, Strength for Tifa, Magic/Spirit for Aerith, ect.). Slight change for stats curves, too.
Some weapons diverge from the "normal" rule and may give some other boost (i.e. the umbrella gives strength/vitality to Aerith). Final weapons have some shuffle (i.e : now Yuffi's conformer -now materialist- depends on materias)
and their localisation are changed, except for Vincent one. You cannot obtain them until disk 3 (except for Cid's) but they're not difficult to obtain... Like NT you can obtain the Masamune, though only Cloud can equip it (can be considered his true final weapon) and the mean is different.
Limits Breaks:
Most stays the same, except for Mindblow (Magical inflict Confu) and Planet Breath (Regen/Wall).
Armor/accessory changes :
Changes were made to armor/accessory, generally to protect from an element or status. Some also protects from physical elements.
battle changes :
-Bosses remain but their stats, attacks, AI, weaknesses are changed. Bosses/minibosses added. All the bosses are more difficult than OG, from barely (Guard Scorpion, air Buster), to very, very frankly (The Jenovas, Hojo, etc.).
-Most normal enemies location are changed to feel more "logical", for example in the sewers you do not encounter Sahagins/Cesars, they are now on the Kalm/Chocobo farm beaches. Or now Gargoyles are encountered at the Temple of the Ancients.
As a consequence, many have now different stats, attacks and sometimes AI. Some are also rendered resistant to magic/physical attacks and got some weakness but they are not as complicated as the bosses, of course. New enemies sprites based on NT 1.5 added, too.
More "fair" rewards, difficult enemies grants more xp/ap and good items whereas weak ones stays the same.
-Special Battle in GS is changed, quite difficult but with 3 characters now. The reward worths it, though.
Other :
"Fight" is now a physical element replacing "Cut", as some enemies may be specifically weak to this. All melee attacks get this element.
Incoherences :
-For some reasons, replacing Barret's/Youffie's/Vincent's melee attacks elements by "Fight", even with long range weapon they're still unable to reach some far target. That's no big deal for the game, and the Long Range materia still makes up for it.
-For Cloud, the Masamune's sprite is just the Yoshiyuki one. <= Fixed!
-And probably some bugs or bad writing I didn't saw, do not hesitate to tell.
Feel free to formulate any (constructive) criticism or suggestion. This is my first mod so I guess it's far from perfect.
Even if you don't like it, I would appreciate your feedbacks.
Special thanks to
-Qhimm forums/wiki : soooooo many useful informations found there. To be frank, without it I would have given up long ago.
-Sega chief : His awesome NT mods inspired me to make my own. Many ideas from this mod comes from NT 1.5 and 2.0. The new enemy models comes from NT as well (I lack talent/patience to make them). He also assisted me with some obscure bugs in my AI programming and gaves me many useful files and tools (and always answering in short delays).
-Myst6re : Makou reactor is just a wounderful thing, simple, easy to use... At the beginning I was only intending to only make battle/kernel modifications but the tool was so cool to use that I finally did more.
-NFITC1: Proud Clod is also one of the most useful tool I've ever seen, changes are easy and even the AI is easily editable with some patience.
-NFITC1 again : Wall Market, same as Proud Clod, editing Kernel with feels so easy that... I corrupted Kernel2 sometimes because I was careless!
-petfriendamy : Scarlet is a very promising, user-friendly tool. I used it mainly for .exe edition but later I think I'll use it for battle/kernel edition too.
-Mav : Ultima the well named is the ultimate tool for testing modifications quickly, without worrying of redoing everything if you're far from a save point or have a party which does not fit to the battle/option you want to test. Call it a useful too is an euphemism. I regret not having used it before.
-Borde : Even if I lack talent with regards to graphism, his Kimera tool allowed me to easily adding some new monsters. In itself the tool is quite intuitive.
Credits for Neo-Midgar for the "comical" song modified based on one of his tune, he's a real artist. If you didn't know his channel :
https://www.youtube.com/@Neo-MidgarCredits for Iwannabethatspamguy for the artwork. Don't know him well but he seems good at it.
For now, there are no guide. If you have questions, you can ask me on discord, I'll answer when I can.
I'll make a guide later maybe.
Have fun!



