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When you want to look at the existing talker files, you need GCFScape, and they are in most of the various pak.dir (you probably want to look at the most recent ones in the update file, as newer ones replace older ones).
In an addon you need a file for /scripts/talker
One problem with this system is you need to have a copy of one existing talker file, to #include new files. See this discussion.
You can add everything else in new files (to reduce the odds of conflicting with other addons that also use talker scripts).
You don’t need to replace existing dialog lines, you can add new ones. If you specifically want to replace existing options, you may need to replace existing files, or you might not (you might be able to replace it with a new version of the same criterion in a different file). I'm not sure, as all the talker scripts I've written are explicitly designed to not interact with existing talker scripts.
You can set up new criterion (the individual criteria which will cause the script to fire based on in game events).
You set up/modify the rule & response for each survivor for that criterion.
Otherwise, you just have to look at the existing talker scripts to figure out how to write your own. I'm going to warn you right now, this is a lot of work.