Ten years later, some comments:
C6ARKAN.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6CLER1.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6CLER2.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6CLER3.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6DRIZZ2.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6ERIC.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6WILL.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
Most of these were actually converted to DisplayStringHead() before release. Pay special attention to Arkanis' dialogue, as there's missed interaction with Kachiko getting turned into a vampire (Kachiko, who's supposed to be a female, has a "Arkanis! The thing bit me!" blurb, and then Arkanis has a "This is bad!" dialogue after she turns). I've partially restored this, but I'm very wary of doing too much (the battle here is so confusing and the coding is fairly complex; a single change would likely break the entire sequence).
CEDELICH.DLG -- Possibly associated with Deril the lich
Yeah. Deril was supposed to turn into a lich and return 3 days later and attack the party, but only if you suckered him into giving you the baby (i.e., you chose the "Call the guard!" response). Notice that he currently says "This is not over!" (yeah, Draconis and Isaea both say the same thing and it never amounts to anything there, either), and even sets a timer (I think, otherwise it's the check that's still in), but nothing ever happens. Lagole Gon is cool.
DADROW12.DLG -- Involves the ability to sacrifice your purchase monster slave
This may have just been time constraints, as there doesn't seem to be any real reason this isn't in there.
DRENDEN.DLG
Something was supposed to happen where Jaheira would be under the care of these druids while she was cursed (maybe if you kicked her out or something). So you were supposed to run around and report back to the head honcho, and somewhere along the line she could die. The dialogue for him, as well as Jaheira's "I live again" crap is still there, but the quest itself is so stupid that it might be pointless to restore.
FIRKRA03.DLG
I always thought that this was supposed to be battle taunts but, reading the quotes here, it looks like this was supposed to either be a quest reminder (go to Windspear, stupid!), or to simply point the player to the temple in the north (maybe there wasn't originally supposed to be an actual reason you had to go face him, but they just had to do a kidnap sequence). The "retreat" string definitely looks like "If the party leaves the area = chicken" stuff (for AR1200, not when you're actually in the dungeon). Anyway, with the kidnap and Radiant Heart garbage, adding yet-another sequence here may just overload the current implementation.
HEARTG3.DLG -- Responses by Order paladins depending on your status in the paladin stronghold quest
HEARTG4.DLG -- Responses by Order paladins depending on your status in the paladin stronghold quest
HEARTG5.DLG -- Responses by Order paladins depending on your status in the paladin stronghold quest
Most of the dialogues already have the joined/refused/failed interaction, so I simply restored that for HEARTG5 (at first, I did an initial "doOnce" implementation, since the dialogue seems to be an initial comment that shouldn't be repeated; after looking at the other two, I just decided to copy the Global() / InPartySlot(0) and leave it at that). It requires some clever re-weighting, but nothing too obscene. For the "hint" state (unreachable in all three dialogues), I used the same criteria for starting the paladin stronghold (as contained in HPRELATE dialogue). I'll never play as a paladin but the game data makes it look like you should talk to the prelate first (if that isn't already what you have to do).
HENDAK.DLG -- Allows you to ask Hendak about Imoen
You can ask him before you do the slaver boat, so I'm not sure why this is unreachable. Also, one of them is missing some checks to make sure that it only happens in Chapter < 4.
IMOENJ.DLG -- Imoen's remark about the lightning machine in the dungeon
I imagine it was either too much "hold my hand, Imoen," or another place where DisplayStringHead() replaced dialogue (there's already a hint about the machine). Anyway, there's two triggers in the corridor, so it'd be pretty easy to hijack one and just initiate her dialogue there.
KAYL2.DLG -- Sir Ryan Trawl directing you to the Prelate instead of William Reirrac
This was the same as the HEARTG dialogues. I don't know how the paladin stronghold goes, so who knows what's actually supposed to happen. Also note that the dialogue should have been weighted (there's states that could be reached at inappropriate times, and states that couldn't be reached at all).
SHOP02.DLG -- Allows Arnolinus the armorer to become insulted with one of your replies
This actually isn't a "top-level" state, and is reachable in the default game.
TRFUED01.DLG -- Allows your character to change his mind about taking part in Lady Lurraxol's quest
TRFUED05.DLG -- Allows your character to change his mind about taking part in Lord Alibakkar's quest
Make sure to delete the journal entry and take the key (this is a little sketchy, as they both give out the same key). Note also that it appears they were once intended to be "permanent" residents (states 0 and 1 have dialogue for before and after Faldorn is defeated).
ARNBOY01.DLG -- V11
There's also a *real* fun sequence between Dougie ("... s-sorry, Master Booter..."), Booter ("Tarnation! Loviatar's bane!"), and the guy on the rack. It's tricky to restore (I had to make the dialogue sequential, instead of random), but I love it (especially if Jaheira's in the party, "'Ey, that's my motto too. Good on you, m'lady."). I don't think this was restored in UB (last I checked, anyway).
BODVAM01.DLG -- V11
BODVAM02.DLG -- V11
These make better DisplayStringHead()s (especially if you attach VAMPM04 to the strings). I can't remember if they already were, or if this was something I added.
DGDRU01.DLG -- V11
One of these was actually replaced with DisplayStringHead(), so the dialogue is pointless.
They seem to be different responses possible after defeating Tor'Gal and possibly taking the Keep as your stronghold. These could likely easily be restored, but it'd required looking at the various GLOBALs that are set after Tor'Gal's defeat...
Actually, Daleson should EscapeArea() in most cases. This is likely dialogue for the fighter's stronghold (does he even come back?).
mage2.dlg is interesting, involving the quest given to you by Tolgerias. There is no associated .cre file for the .dlg, but I'd say that it'd be easy to throw in an extra mage in the Government Building, not as a part of the Cowled Wizards.
Yeah. Apparently, you were supposed to overhear a conversation with Tolgerias and somebody else, and then could ask around about it. Llarsh (the ass keeper of family crests and what-not) has dialogue related to this, at least.
Looks like an earlier version of it, and it has a falsed out string where Imoen kills Rielev that was removed in the other file
Imoen actually will kill Rielev (it's pretty lame; not recommended). She walks over and just makes the crystals (and then does her "He's dead now?" spiel, even though she's the one who killed him), and you get no XP. Unless this was yet another thing I restored and don't even remember what the original, default behavior was...