Thanks for that! It solves the stuff that happens outside of the real dialogs in a handy way. 
Two other things I'm toying with, though.
1. Also, I started using Dorcan's template for GK1 style dialogs. This makes it unneccessary to have the dialogs displayed at the bottom, so it works quite well.
I was wondering, though, Dorcan's website is offline. Does anyone still have the full manual for the template? I believe I've integrated the global script material quite well and also the room100 which is needed. I can get the dialog screen to work (with full screen portraits) but it's riddled with bugs.
I'm eager to read the full manual on the thing so I can fix this.
2. In Gabriel Knight 1, the speech of the character is displayed like this:
"Hm. That doesn't seem to work." as opposed to the AGS standard:
Hm. That doesn't seem to work.
I'm not English so I don't know the correct name for these " " signs. However, I can't use the DisplaySpeech (or DisplaySpeechAt) command and have my dialog string within the " " brackets (?) use the " " again as well.
E.g. DisplaySpeech(EGO,""Hm. That doesn't seem to work.""); indeed, doesn't work.
Does anyone know a handy way to circumvent this?

Two other things I'm toying with, though.
1. Also, I started using Dorcan's template for GK1 style dialogs. This makes it unneccessary to have the dialogs displayed at the bottom, so it works quite well.
I was wondering, though, Dorcan's website is offline. Does anyone still have the full manual for the template? I believe I've integrated the global script material quite well and also the room100 which is needed. I can get the dialog screen to work (with full screen portraits) but it's riddled with bugs.
I'm eager to read the full manual on the thing so I can fix this.
2. In Gabriel Knight 1, the speech of the character is displayed like this:
"Hm. That doesn't seem to work." as opposed to the AGS standard:
Hm. That doesn't seem to work.
I'm not English so I don't know the correct name for these " " signs. However, I can't use the DisplaySpeech (or DisplaySpeechAt) command and have my dialog string within the " " brackets (?) use the " " again as well.
E.g. DisplaySpeech(EGO,""Hm. That doesn't seem to work.""); indeed, doesn't work.
Does anyone know a handy way to circumvent this?