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And if they do, you are good. Any given mod NPC should be able to function with the mod if it respects that proper dialogue setup principle.
cheers
Well I took a look at the patches, and it seems they stem from those titular mods setting up dialogues in the NPC they add incorrectly. And those patches remove the unnecessary dialogue packages from such NPC which were causing the issue.
Since the functioning and structure of the Sparring part remains unchanged, they should be perfectly compatible. The worst that can happen is just certain "too specific" NPCs added by your mods of choice won't have these options available (sparring/Living on their own) unless they were set up to use vanilla base PLAYER related packages or inherit from them (As they always should).
See the game by default has a package that every recruitable NPC is a carrier of. In order to make travelling interactions and stuff, and complain about wounds, and scream in pain from acid or peeler. So any decent mod that would add recruitable NPC should at least give them the basic 'player_character_default'.
Examples:
UWE/Sparring Partners/Bounties Galore Patch
Strangers and Freaks Patch