What I've tried so far:
Does nothing, naturally; the sound still plays:
// PlaySound("blank") - and an associated sound
// StartCutSceneMode()
// ClearAllActions()
// MakeUnselectable()
// Dialogue instead of StartDialogueNoSet, and calling the script via ActionOverride or even via an area script.
Blocks all dialogue, since SetOverrideFlag is not available in TotL:
// DialogInterrupt(FALSE)
// ReallyForceSpell(Myself,TRAP_SILENCE)+Wait, because, again, StateOverrideFlag is not available, and I cannot make a silenced creature talk
I've got a feeling that these will not work, either, however I apply them:
// SetInterrupt(FALSE)
// AttackNoSound
// VerbalConstant(Myself,HURT)
// ClearActions(Myself)
I had that idea: to create a cutspy with the character's name and color and void soundset, and let the cutspy start the dialogue, instead. Alas, CreateCreatureObjectOffset() is very unfortunately not available, so this is out, too.
Waaah!
There's always good old "live with it, it's not so bad" or "sure, if you want, you can just delete all extra files in the override and use soundsets, and soundsets alone(which I do NOT want to recommend at all costs)". But I'd really like to release a working mod, if I can.