In the main campaign, a different dialog appears for the companions if they speak to important NPCs. Usually the NPC says something like "Go away, I want to speak with your master." I'm trying to figure out how to do a similar thing with my companions so they can't break the game. Currently I'm using a script where DialogStartRequested(CHARACTER_NPCmayor, _Player). Yet my companions are still able to speak with these NPCs.
Is it possible to set a different greeting dialog using a CONDITION that checks to see if the character is a main character or just a companion?