How I wished those dual- multiclass options were possible in a satisfying way. But as far as I know these are sadly not possible, even with the help of EE Keeper.
You'd have to fight with the game engine to death to archieve anything close to something like that. And even then there's no guarantee that it'll work as intented. :-(
You would have to change the entire game engine as it's hard coded. Also when you're interested in a mod like this you should look online, if it hasn't been done yet it most probably isn't possible. The BG modding community is well over 10+ years now, and i'm sure there have been other people who had this idea as well.
Is there a way to do it with EE keeper? or other mods? SAy, i want to do a fighter.thief.druid. or a thief.druid.mage
Well for a Fighter/Druid/Mage, you could roll a Fighter/Cleric/Mage and manually erase the Cleric spells in EEKeeper and assign Druid spells to your character instead. Your character could be Priest of Mielikki or Silvanus fro example. You would probably have to reassign spells a lot (either each time you level up, or each time a new spell level becomes available, not sure which of the two), so it would be quite tedious. Besided you'd still have a Turn Undead ability, and the Cleric's XP progression and weapon restrictions.
You'll have to edit several lots of tables, to add classes you'll need the devs to enhance the class selection screen and other stuff. If you really want a new class, override one the one that is the closest. Doing it with a Druid would be the most simple of all, you just make a Cleric kit with the traits of a Druid and then tweak the XP progression table. You'll have a slot for Turn Undead which is un-changable until the devs un-hardcode class-slots (that'd be great), plus the Fighter/Thief/Cleric & Thief/Cleric/Mage combos are impossible so forgot everything about it, unless you can, of course, change the engine.
if you make a cleric/thief and add wizard spells with keeper, you'll effectively have a cleric/thief/mage. adding druid spells will effectively make you a thief/cleric/druid/mage. if you want to level up normally into each and get HLAs, you can use a script to change your class.
ChangeClass(Myself,CLERIC)
if you change it before a level up, the game should level up according to what class you currently are. bind it to a key you never use and set it as your active script, and you can change class in game real time. you could also add HLAs via keeper.
if you are level drained, all but 1 spell of each level will wipe. for example, if you add wizard spells to your cleric/thief, level drain will wipe all wizard spells out. you can simply change class and add them back, however.
backstab modifiers can be added in the 'affects' tab including permanent thac0 bonuses and various others. none of this requires mods.
spells that scale with level will not scale. some spells, like horrid wilting, have a minimum level assumption and will cast at that level. others will cast at level 0. many damage spells become useless. however, there are some ways around this. there are some spells used by monsters you can add instead. for example, chain lightning does minimum damage. however, if you add blue dragon lightning instead, you'll get a chain lightning with no save and double damage. wail of the banshee, for example, has another version that kills without a save. there are many others, which can make up for the lack of scaling spells.
it is quite fun. you can cast mislead and globe of blades, backstabbing enemies with impunity or set a sunfire sequencer off. then throw insect plague between backstabs to prevent the healing of enemy clerics. contingencies are quite interesting as well, with a huge amount of spells able to be loaded into them. if enemies teleport to your party members, the spike traps you set detonate. what is especially interesting is that your simulacrums and project images will have a full repertoire of spells and can also backstab.
Comments
You'd have to fight with the game engine to death to archieve anything close to something like that. And even then there's no guarantee that it'll work as intented. :-(
Doing it with a Druid would be the most simple of all, you just make a Cleric kit with the traits of a Druid and then tweak the XP progression table. You'll have a slot for Turn Undead which is un-changable until the devs un-hardcode class-slots (that'd be great), plus the Fighter/Thief/Cleric & Thief/Cleric/Mage combos are impossible so forgot everything about it, unless you can, of course, change the engine.
ChangeClass(Myself,CLERIC)
if you change it before a level up, the game should level up according to what class you currently are. bind it to a key you never use and set it as your active script, and you can change class in game real time. you could also add HLAs via keeper.
if you are level drained, all but 1 spell of each level will wipe. for example, if you add wizard spells to your cleric/thief, level drain will wipe all wizard spells out. you can simply change class and add them back, however.
backstab modifiers can be added in the 'affects' tab including permanent thac0 bonuses and various others. none of this requires mods.
spells that scale with level will not scale. some spells, like horrid wilting, have a minimum level assumption and will cast at that level. others will cast at level 0. many damage spells become useless. however, there are some ways around this. there are some spells used by monsters you can add instead. for example, chain lightning does minimum damage. however, if you add blue dragon lightning instead, you'll get a chain lightning with no save and double damage. wail of the banshee, for example, has another version that kills without a save. there are many others, which can make up for the lack of scaling spells.
it is quite fun. you can cast mislead and globe of blades, backstabbing enemies with impunity or set a sunfire sequencer off. then throw insect plague between backstabs to prevent the healing of enemy clerics. contingencies are quite interesting as well, with a huge amount of spells able to be loaded into them. if enemies teleport to your party members, the spike traps you set detonate. what is especially interesting is that your simulacrums and project images will have a full repertoire of spells and can also backstab.