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How to create jobs for 'eye-candy' only landmarks?

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Imagine how stupid it is to have the Empire State Building or the Chrysler Building that are just empty and eye-candy. So, patches to give them jobs are great.

But, many people uploaded great skyscrapers and buildings, yet they do not provide jobs and I dont need them as empty shells.

I used the 'SC4 Tool' by SFBT which is great for changing values of buildings, so I raised or lowered occupants/ jobs for many buildings. But I don't know how to make jobs for buildings that don't have them by default.

Any help would be much appreciated!

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    OMG, I did it but it's awful! 6.gif

    It's so difficult, I had to use 4 different editing programs and got headache.

    If there is more simple way...?

    9.gif

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    I haven't actually used it for this yet, but would wouanangaine's SC4PIM-X  work for this?  Please chime in if you know otherwise.  I have found it quite user friendly for changing the function of a BAT, ie turning a growable lot into a ploppable, etc.  The instructions mention adding jobs to the ploppable lots, so I'm hoping I'm right.  The user guide should be read very carefully, but if you managed the other tutorial and got working content, I'm sure you're capable.  Be sure to download the New Properties XML Update as well, and check back for updates to it from time to time.

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    On 23/03/2010 at 2:45 PM, Xyloxadoria said:

    What you want is a "Functional Landmark" there is a tutorial on how to make one here:

    Making a Functional Landmark Lot

    It is somewhat complex but its the only way to do it.

    Anybody any ideas what happened to that thread linked above, or if anyone knows of any similar threads?

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    20 minutes ago, jacko2110 said:

    Anybody any ideas what happened to that thread linked above, or if anyone knows of any similar threads?

    Based on a matching title, I believe that would be the following Omnibus article:
     

    (I've fixed the link to this in the above post.)

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    Frankly speaking I wouldn't use that method today, before we had better tools it was necessary to do a lot of this manually. PIM-X will handle this for you in a few easy steps, which is far less complicated. There is even a full .pdf guide which gives a step-by-step walk-through showing you how.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Well I'd say a key function of a Landmark is having a Landmark Effect, which raises the desirability around it. When you add jobs to such a modded lot, things get a bit more mixed. 

    Personally, I would leave out/remove any Landmark/Park or otherwise YIMBY effects when making a Ploppable with jobs. Just because a lot is in the Landmark menu, doesn't mean it has to have Landmark properties and in the end, how things function is all about which properties they include.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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