It took me forever to get into the whole string/label/GUI thing, but I figured most of it out.
I'm displaying everything spoken in a label on a custom GUI. Right now I'm editing all Dialogs to change the standard format into player.Saa("message");
As I understand there's no other (easy) way around this.
But what do I do with the Dialog options themselves?
When the player chooses one of them the character is still going through a player.Say("option1") (at least that's what it looks like), thus having the character in his speech cycle without anything showing (transparent font).
(I hope I managed to explain myself)
edit: Lucasarts speech style
omg it's enough to just unclick the "Say" button.
Guess I couldn't see the übersimple solution after struggeling with custom functions for the last hours.