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I would say that it isn't *this* mod, but rather the Ploppable Rico mod that changed the building.
First, you need to remove the "local" Ploppable Rico definition for the building.
Reloading the city may restore the building. If not, I'd either delete it (with the standard bulldozer) and replop it, which will cost money, OR use the MoveIt mod to delete it and then Ctl-Z to have MoveIt undo the delete ... which will restore the deleted instance, but rather will spawn a new instance of the building.
Try the mod at https://steamcommunity.com/sharedfiles/filedetails/?id=2025147082
You could modify the settings in the config file to get some "medium density" small apartments.
The number of households (and/or workers) of a growable is calculated based on the volume of the building according to the "space_pp" and "level_height" values defined in the "WG_RealisticCity.xml" file. In that file, low-level res are defined thus --
<ResidentialLow_1 space_pp="400" level_height="50" calc="model" />
...thru...
<ResidentialLow_5 ...>
That is, a household requires 400 sq meters, and the height of a storey is taken to be 50 meters. You could modify these values to get more households.
By way of real-life examples, in the US, a standard storey (8-ft walls + floor depth) is very close to 3 meters; and 64 sq meters (i.e. *one* square or tile) is room for 4 moderately-sized rooms.
Are there any assets that can be added that will result in some medium density at the higher levels of low density zoning? I'd imagine that since this mod determines population capacity based on physical model sizes, that if there were some apartment models that were classified as level 4 and 5 low density residential, that this would smooth the transition a bit.