From Divinity Engine Wiki
- call SetHasDialog((GUIDSTRING)_Speaker,(INTEGER)_Dialog)
If _Dialog is 1, defines that _Speaker can accept dialog requests. I.e., a player can click on the object and a DialogStartRequested event will be sent to Osiris. Specifying 0 for _Dialog disables dialog requests.
- If you define a dialog through the DB_Dialogs database, dialog requests are automatically enabled for the defined speaker(s).