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When it's time for them to show up you can do that inside of the event. Depending on how you have it all set it you may have to set this to wait for a condition to be met. Such as a switch.
For example, a different event is handing the dialog/cutscene up until now. When that event is done, it can turn a switch on.
(Event Commands> First Tab> Game Progression > Control Switch)
Lets say that switch is named "BobsEntrance" or something.
"Bob" The character event can have the actions needed, including changing the transparency all set to wait until this switch is active. Inside the content of the event, set up the transparency change, motion if needed, and then the dialog. But on the left side of the event window there is the "Conditions" area. You can check one of the switch boxes, and select which switch will trigger this event.
You would set up this character with the "parallel" trigger condition. This is near the bottom of the event editor window. This means it will keep checking to see if the switch is ready. (if you are new to these, don't use too many of these active in one scene, but that's a different discussion. )
Once the switch is enabled, it will run through the actions. Once completed you have a few ways to end this event. You could erase the event, switch to another event tab*, change rooms or even turn off the BobsEntrance switch. What works best really depends on your needs.
But that should get you started.
*probably best approach for this. Bob can have two event pages. One waiting to do their dialog, and the second event page for after they have given the dialog. But again, depends on what you need.
Parallel events allow the player to move freely. For any time when the player should not be able to control their characters (e.g. cutscenes), the Autorun trigger is recommended.
How you make the NPC appear depends on how you've set them to be transparent. What I'd do is give the NPC event 1 page with a condition "Switch X is ON". Page conditions are checked in reverse order (e.g. 3, 2, 1): the first one whose conditions are met becomes active. If no pages are active, the event does not appear. So you could have your cutscene event turn on that switch to make the NPC appear, then off again if/when you want them to disappear.
You may find this guide helpful:
https://steamcommunity.com/sharedfiles/filedetails/?id=2758511669