Hey. Just figured out to do this.

Make a script and put in the INIT
Code
DB_Dialogs(CHARACTERGUID_sally1_42888c50-7b31-41a5-8703-05672163b2e5,"sallyDialog");


Where the CHARACTERGUID is the NPC who is going to move and talk and "sallyDialog" is a dialog file you created in the dialog editor.

In KB put for example

Code
IF
(whatever condition)
THEN
CharacterMoveToAndTalk(CHARACTERGUID_sally1_42888c50-7b31-41a5-8703-05672163b2e5,_Player,"sallyDialog",0,"sallyDialog_Ended",1,5.0);


Then it should work.