Hello, Jravens.
You can modify the current script or create a new one.
Change need to be in the line:
DialogStart(_, %DialogKey, _Source)
_Source variable in this line is the Character that clicked on item.
The variable __Me is the variable that is filled on initialization and contains the source item of the script. So if you will change line to:
DialogStart(_, %DialogKey, __Me)
The text will be shown on top of the item.
You need to remember several other "rules".
1) Only use DialogStart call to start Automated Dialogs (those files that have checkbox automated)
http://take.ms/CJ1aT. This is quite important to not get stuck in dialog processing.
2) Your item need to be a speaker of that dialog.
http://take.ms/FDO1B If you want to add every single item into this selection, you can add GROUP_Items speaker group and add this group to the item in sidebar.
I don't think p2 is really that necessary, most likely you dialog will work without adding speakers, but will assert about missing speaker when played. This is important for voice recording, but likely not important for your mod.
Happy modding!