Talking of dialogs, I've now become convinced that
@Pieter Boelen is right to want those dialogs which add storyline-related bits to general character dialogs to go into the general "PROGRAM\DIALOGS" folder rather than into storyline-specific folders. However, the rewrites necessary for this to happen to "Assassin" dialogs are beyond the scope of my minor tweaking, so for the moment I'm just doing what I can to get the dialogs to work.
Cole Arkwright_dialog.c/h: Cole Arkwright is the generic name for the governor of Governor's Harbour, or in "Spanish Main" period, Puerto la Cruz. When I went to talk to the governor about arresting Roxanne Lalliere, no dialog about the arrest was available. Looking at the files, the code for that dialog is there, but not the code to activate it. Looking at the Beta 3 main archive file (yes, I still have that, very useful for finding out why something which worked before doesn't work now

) there used to be a storyline-specific version of these files. Whoever merged them with the general versions missed out the bit in case "quests" which activates that piece of dialog. This was easily fixed, I simply copied case "quests" from the Beta 3 storyline version into the Beta 4 standard version, then I was able to talk to the governor about Roxanne Lalliere.
Reynard Grueneveldt_dialog.c/h: Reynard Grueneveldt is governor of Kralendijk, with involvement in at least two storylines plus two side quests. This is one busy governor! The problem is that the storyline-specific versions of his files in "Assassin" don't include the sidequest stuff, which makes the "Strange Things Going On" sidequest impossible and the "Saving Toff's Daughter" harder. Another problem is that the dialog cases which govern his "Assassin" storyline stuff seem to have the same names as the cases which govern his "Bartolomeu" storyline stuff in the general versions of his files. I didn't realise that at first; I spotted familiar case names, hoped this meant the "Assassin" stuff had been copied into the general files, renamed the storyline-specific files to deactivate them so Reynard Grueneveldt would pick up the general files instead, and ended up talking to him about "Bartolomeu" story rather than "Assassin" story. The quick'n'dirty fix I came up with was to leave the storyline versions renamed, then have him switch to using them at that point in the storyline where you go to make peace with Holland, then have him switch back to the general file immediately afterwards. It's not pretty but it does mean Elting can do the "Strange Things Going On" sidequest, possibly during one of the two periods when the vice admiral effectively orders him to go off and do some free-play.
blaze_dialog.c: critical for "Saving Toff's Daughter", but the way it handles this seems to have changed, and the storyline-specific version doesn't have the new version. So when I tried to save Toff's daughter, and went to the port, I got the wrong piece of dialog - it repeated something which had been said to the governor and did not give options to go to the ship or wait. And I can't make a merged version because the file also controls part of the "Hard Labours of an Assassin" side quest, only the "Assassin" storyline has its own version of that. So I've copied the new version of the "Saving Toff's Daughter" stuff into the storyline version of "blaze_dialog.c". Again, not ideal, but it works.
So now I'm entering the closing phase of the storyline and when I'm finished, I'll post all these updates. Meanwhile, I've converted several dialog files in "Ardent" to be suitable to move into the general dialog folders, then moved them.