They would have to specifically create each of the various possible dialogue scenes at each of those 37 locations you listed.
Not necesarily ...
If they would create some kind of "stage" in every camp, that will be exactly the same everywhere
(lets say: 5m wide, round shape, fireplace right in the middle, bedrolls around fireplace, open from South side, big obstacle on bottom right corner, etc.)
and then they code every conversation to happen in that space
(meaning every character that will not be there allready, like Raphael, will come from South, everyone else will stand inside the circle on start conversation, your character will allways sit by fire, in transformation scene you are allways lean on "big obstacle thing" ...)
and THEN (and this is most important) they adjust every camp to fit this "stage" ...
(meaning all other things will be around ... sometimes some cliff, sometimes some giant mushroom, sometimes sealed sarcophagus, sometimes old furnitude, sometimes tents, or trees etc ... just as decorations)
Cutscene will then happen in every camp exactly the same, no matter wich it is ...
Bcs from game perspective it really dont matter if you give that big obstacle object texture that looks like tree bark, or big rock, or some old pillar, or giant mushroom.
It would require to rework world map a little tho, but its certainly possible!