This mod is incredibly easy to update to GU 16. Just copy one of the sections in the asset file, for instance the Investor & Obrero one, and paste it below the last one. Then remove 1010347 and replace 101255 with 5405 (which is the ID for artista residences) in the copied/pasted section and you're all set.
Ist es möglich, einen Mod zu machen, keine Explosionen, aber Feuer und Krankheit, weil es nur einen Mod gibt, der alles ausschaltet und das ist schade.
Hi, I'm not sure you still check this mod, but GU 16 added Artistas. I saw very clearly the attractiveness went down the more of them were there. The mod works great, it's just for that last GU 16, and Artistas it seems to work in reverse. If possible, please update it. ATM I'll counteract with museum pieces and so on.
I'll answer my own question for anyone wondering. Farmers and workers don't add attractiveness (which is why I didn't notice it) Artisans and up do, and the Influence mod I mentioned is compatible, and both values display on the Artisan and beyond residences.
Exactly as Alxx15 said. I put a comment notes so everyone can figure which GUID refer to which item, and edit them themselves to suit their needs. But if you need my help, I can edit and upload the 2nd version as you need.
14 comments
I have both installed but when I select a residence all I see is the influence provided not the attractiveness.
Adds:
- Engineer Skyscraper: +3 Attraktiveness
- Investor Skyscraper (Floor 1-3): +4 Attraktiveness
- Investor Skyscraper (Floor 4-5): +5 Attraktiveness
<ModOps>
<!-- Artisan, Jornalero -->
<ModOp Type="replace" GUID="1010345,101254" Path="/Values/Culture">
<Culture>
<Attractiveness>1</Attractiveness>
<CultureType>Culture</CultureType>
</Culture>
</ModOp>
<!-- Engineer, Scholar -->
<ModOp Type="replace" GUID="1010346,114445" Path="/Values/Culture">
<Culture>
<Attractiveness>2</Attractiveness>
<CultureType>Culture</CultureType>
</Culture>
</ModOp>
<!-- Investor, Obrero, Engineer Skyskrapers (Floors 1-3) -->
<ModOp Type="replace" GUID="1010347,101255,601888,601889,601890" Path="/Values/Culture">
<Culture>
<Attractiveness>3</Attractiveness>
<CultureType>Culture</CultureType>
</Culture>
</ModOp>
<!-- Investor Skyskrapers (Floors 1-3) -->
<ModOp Type="replace" GUID="601882,601883,601884" Path="/Values/Culture">
<Culture>
<Attractiveness>4</Attractiveness>
<CultureType>Culture</CultureType>
</Culture>
</ModOp>
<!-- Investor Skyskrapers (Floors 4-5) -->
<ModOp Type="replace" GUID="601886,601891" Path="/Values/Culture">
<Culture>
<Attractiveness>5</Attractiveness>
<CultureType>Culture</CultureType>
</Culture>
</ModOp>
</ModOps>
I put a comment notes so everyone can figure which GUID refer to which item, and edit them themselves to suit their needs. But if you need my help, I can edit and upload the 2nd version as you need.
As what he said, Enbesa doesn't have attractiveness, so that's why I don't add this bonus to them.