suggested setup for playing the game:

keyboard/mouse: bind alternate fire after selecting shifter gameplay style
controls: mouse sensitivity 6
game options: weapon auto-reload off, gameplay style shifter
hdtp options: all
sound: music 8, sound effects 8, speech 10
revision: inverted spydrone view on, autosaves on, animated main menu on, alt day/time format on, disable turret idle beep on

new game: story --> modifiers:
small items (weapons occupy 1 slot)
explosive exstinguishers (can shoot at exstinguishers to create an explosion)
instant cameras (alarm starts immediately after a camera sees you)
realtime-ui (while hacking time keeps moving on, enemies can shoot you)
pack mule (unlimited stack of ammo)


new game: story --> custom

base difficulty: realistic
damage taken: 2
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enemy quantity: realistic
gep-gun locking: on
react to lasers: on
shoot explosives: on
visibility threshold: 0.75
hearing threshold: 0.75
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damage taken: 2
active distance: 2000
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cameras sees bodies: on
turret damage: 2
item quantity: easy

modding:

skills: lowered cost (always 2500 points for all tiers and all skills)
boosted food and drink healing based on medicine skill
boosted duration of enviro items to 15 min base, 60 min with max skill enviro
boosted slightly computer skill, now the timer runs out slower
nerfed weapon skills values, weapons are still more useful since they are more accurate, and weapon mod effects are boosted too
boosted melee weapons damage (knife/baton 10, crowbar 15, sword 20, nano sword 25)
boosted ranged weapons accuracy (now a weapon can aim even untrained as long as you wait few seconds, also when a weapon is trained you get 100% accuracy)
projectiles: nerfed throwing knife, nerfed dart, boosted toxin and flare darts
boosted weapon's mods: now you use a specific type of weapon mod on a particular weapon only once to gain full effect.
changed boomstick achievement to: use on a sawedoff shotgun a clipsize and a projectile mod
consumables: boosted healing based on medicine skill
medkit: max copies 20, now using a medkit clears poison and drugged effect
bioelectriccell: max copies 20
FireExtinguisher: max copies 20, can stack
charged items: they now last longer starting from 15 minutes
augmentations: lowered energy rate consumption and made upgrades linear
augmentation manager: some augmentations now switch on/off automatically 
(aqualung while swimming, muscle or combat while wielding a melee weapon and switch off while wielding a gun, regeneration while wounded, power while not 100% power, emp shield when high power consumption)
now EMP augment protects 100% from tier 1, and also gains the vanilla power augment effect, lowering power consumption costs
now power augment recharges power from 0.01 to 100% the speed of recharge improves with tier
now vision augment also conjure a source of light, high tiers reduce power consumption reaching 0 at tier 5
now both legs augments boost jumping height, stealth augment has 100% sound reduction from tier 1


skills:
medicine: 2500, 2500, 2500 (1,0 2,0 3,0 4,0)
enviro: 2500, 2500, 2500 (0,8 0,7 0,6 0,5) (60% 65% 70% 75% damage absorption)
computer: 2500, 2500, 2500 (1 3 5 7)
swimming: 2500, 2500, 2500 (1 2 3 4) (20s 40s 60s 80s)
demolition: 2500, 2500, 2500 (0 -0,1 -0,2 -0,3)
pistol: 2500, 2500, 2500 (0 -0,1 -0,2 -0,3)
rifle: 2500, 2500, 2500 (0 -0,1 -0,2 -0,3)
low-tech: 2500, 2500, 2500 (0 -0,1 -0,2 -0,3)
heavy: 2500, 2500, 2500 (0 -0,1 -0,2 -0,3)
lockpicking: 2500, 2500, 2500 (0,1 0,3 0,5 1,0)
tech: 2500, 2500, 2500 (0,1 0,3 0,5 1,0)


weapons:
Prod: BaseAccuracy 0.0 (100%)
PepperGun: BaseAccuracy 0.3 (85%) AccurateRange 400 MaxRange 400
shuriken(throwing knives): HitDamage 10, BaseAccuracy 0.0 (100%)
CombatKnife/ToxinBlade: HitDamage 10
Baton/Blackjack: HitDamage 10/15, BaseAccuracy 0.0 (100%)
Crowbar: HitDamage 15, BaseAccuracy 0.0 (100%)
Sword: HitDamage 20
NanoSword: HitDamage 20
Pistol/Magnum/DisguiseKit: BaseAccuracy 0.3 (85%) HitDamage 15/20/10
StealthPistol/LoBruto: BaseAccuracy 0.3 (85%) HitDamage 10/15
MiniCrossbow: BaseAccuracy 0.3 (85%)
SawedOffShotgun/Boomstick: BaseAccuracy 0.3 (85%)
AssaultShotgun/JackHammer: BaseAccuracy 0.3 (85%)
AssaultGun/AssaultHeartgun: BaseAccuracy 0.3 (85%)
Rifle/PrecisionRifle: AccurateRange 24000/24000 BaseAccuracy 0.3/0.3 HitDamage 30/25 MaxRange 48000/48000
FlameThrower: AccurateRange 400 BaseAccuracy 0.3 (85%) MaxRange 400
GEPGun: AccurateRange 12000 BaseAccuracy 0.3 (85%)
LAW/MiniRocket: AccurateRange 12000 BaseAccuracy 0.3 (85%) HitDamage 600/600 ProjectileDamage -/600
HideAGun: AccurateRange 12000 BaseAccuracy 0.3 (85%)
PlasmaRifle/Railgun: AccurateRange 12000/18000

projectile:
Shuriken: Damage 10
dart/poison/flare: damage 10
rocketLAW: 600

DeusExWeapon: now MaxClipSizeMod checks +100%, now accuracy mod when base is 85% and you add 5%, it is displayed as (+5%) instead of (+4%), now max accuracy mod is +15% (0.3), check max range mod 1.0, check max recoil mod, fix display correct recoil value adding * 2.0 to text display string formula,
WeaponModClip: now increases clip size by 100% (altered boomstick achievement, now requires 1 clip and 1 projectile mod)
WeaponModProjectile: (altered boomstick achievement, now requires 1 clip and 1 projectile mod)
WeaponModReload: now decrease reload by 50% with 1 reload mod and accepts 1 reload mod only
WeaponModAccuracy: now increases accuracy by 15%, now can upgrade trained weapons, now can upgrade SawedOffShotgun/Boomstick, PepperGun, FlameThrower, GEPGun, AssaultShotgun/JackHammer, AssaultHeartgun
WeaponModAuto: now increases rate of fire by 50%, StealthPistol can be modded
WeaponModRange: +100% range, flamethrower excluded, AssaultShotgun/JackHammer included, Rifle/PrecisionRifle included, SawedOffShotgun/Boomstick included
WeaponModRecoil: -100% recoil, StealthPistol included, GEPGun included

consumables: now medicine skill multiplies a positive value
Medkit: max copies 20, now using a medkit heals toxin and drugged effect.
BioelectricCell: max copies 20
FireExtinguisher: max copies 20, can stack

charged pickup: drain 10 (from 4.0 per second)
AdaptiveArmor: charge 72000 (15 to 24 min)
BallisticArmor: charge 72000 (15 to 24 min)
HazMatSuit: charge 72000 (15 to 24 min)
Rebreather: charge 72000 (15 to 24 min)
TechGoggles: charge 72000 (15 to 24 min), double range of wall vision

augmentations:
AugmentationManager: AugMuscle,AugCombat,AugAqualung,AugHealing,AugPower,AugEMP auto activate
AugLight: 25 energy rate, (1024, 1280, 1536, 1792, 2048)
AugCombat: 25 energy rate, (2 3 4 5 10) x*10 emp damage
AugMuscle: 25 energy rate, (1,2 1,4 1,6 1,8 2,0)
AugAquaLung: 25 energy rate, from tier 2 to 5 restore up to 25% to 100% of bioelectric energy while underwater
AugStealth: 25 energy rate, maximum stealth from tier 1, now jump height increase with tier
AugSpeed: 25 energy rate
AugDrone: 100 energy rate (50 50 50 50 50) energy rate (100 80 60 40 20)
AugEMP: 25 energy rate, (0 0 0 0 0), reduces bioelectric energy consumption by 50% to 90%
AugEnviro: 25 energy rate, (0,8 0,7 0,6 0,5 0,4)
AugBallistic: 25 energy rate, (0,8 0,7 0,6 0,5 0,4)
AugShield: 25 energy rate, (0,8 0,7 0,6 0,5 0,4)
AugHealing: 25 energy rate, (5 10 15 20 25) (ticks every 3 seconds)
AugSkullgun: 1 energy x shot, (10 12 14 16 18)
AugCloak: 100 energy rate, (1 1 1 1 1) energy rate (100 80 60 40 20)
AugRadarTrans: 100 energy rate, (1 1 1 1 1) energy rate (100 80 60 40 20)
AugTargeting: 25 energy rate, (-0,1 -0,2 -0,3 -0,4 -0,5)
AugVision: 25 energy rate, fixed augVision not properly resetting after a zone change
AugHeartLung: 25 energy rate
AugPower: -5 energy rate, regenerates power up to 100%, tier 5 is -10 energy rate
AugDefense: 25 energy rate, (200 400 600 800 1000)

DeusEx.Barrel1: 30 radiation damage instead of 5