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I made this with ChatGPT at 5AM because i couldn't find a mod works/has this feature.
The reason for this mod is because I want to use Fortified Ankles (charged jump) but i don't know how to remove the charge-up and bind it do a different key, so i still have normal jump but without the charged one taking ~1 second of button holding. So this is a crude way of achieving that.
This is the code
registerForEvent("onInit", function() -- Set second jump height multiplier local jumpMult = 4.2 -- default is around 2.6 TweakDB:SetFlat("PlayerLocomotion.DoubleJumpJumpHeightModifier.value", jumpMult) print("[BoostedDoubleJump] Second jump height set to: " .. jumpMult) end)
local jumpMult = 4.2
This should give you roughly the same height as charged jump when timed with the normal jump. Setting this to around 4.5 - 5 should make the second jump as high as the charged one, but when combined with normal jump it will make you reach higher heights and this will make the Dash/Jump combo slower, since your combined jump is high enough to trigger the first fall animation without taking damage
This means that the code doesn't affect the Reinforced Tendons specifically, It affects everything that gives the player a second jump. So if you have a mod that i.e. gives Lynx Paws a second jump and install this, then your Paws will also have a higher jump
print("[BoostedDoubleJump] Second jump height set to: " .. jumpMult)
This just prints a text in the CET console, i forgot to delete it so it's here to stay
Install Extract and put the contents in your root Cyberpunk folder, Cyber Engine Tweaks must be installed