Yeah, I suppose I wasn't being specific enough. I'm familiar with how conditions work, but the weird thing is that the dialogue does not trigger even when I have everything set right. (I do appreciate the visual aids, though!)
Here's a better example - after a while I gave up on the assassin thing and moved onto one involving a dog. The idea is that, after following a dog to a certain location and getting close enough, the dog would approach the player and give them a key via dialogue. I set it to the proper quest stage and everything, used a forcegreet package, and yet the dog does not initiate dialogue, or even do anything other than sit there no matter how much I activate it. It's bizarrely similar to the assassin thing - I wondered at first if it was because the proper order of packages on the alias was screwed up (I understand the game gets really particular about that), but I get the same result no matter how many times I rearrange the order. And before anyone asks, yes, I generated a SEQ file (repeatedly, actually).
I have to assume I'm missing *something,* the question is what. Hard to find the solution when you aren't even sure what the problem is.