Part Three: Example NPC Conversation
This "conversation" consists of a single sentence in one dialogue panel, but we already know how to handle the flow of a conversation anyway.
For this, open up the moveToInteractionPoint event and Save As moveToNPC. We're only going to make one change here, but because NPCs will often be moving around, it is quite likely that we will eventually need additional logic in the Move Event.
Here's what the event looks like:

So you can see the only thing we've changed is the value in the CheckRemainingDistance step. With stationary objects, it is useful to have an Interaction Point offset so that you can line up character animations properly. Since we're not using this event to physically interact with another character, we're not going to use an Interaction Point child object on the NPC prefab; we'll just use the root. 2 to 2.5 seems like a comfortable distance to have the character stop to talk. We'll ensure that the NPC rotates to face the player by the end.
We'll create the testConversation event (or whatever you want to name it) by modifying the useContainer event that we created previously.
This is what it looks like:

I'll outline the differences here, rather than going through step-by-step again.
- The Event Settings node.

We want to check Block Actor Move AI so that the NPC we have clicked on stops moving immediately. Don't block all of the Move AI yet, or else the whole world will stop to watch the player walk over to the NPC.
We only need to actors for this event (the player and the event object).
Start rotating the NPC to face the player. I've set it to fade over 2s, but eventually we would want to do a distance check and turn the NPC around faster if the player is closer.
The Transform to Variable step.
The only difference here is that we are getting the transform of the Event Object and not of the Interaction Point child object (which isn't needed on the prefab).

- Block Move AI and Block Player Control
We don't want these turned on for the whole event, but we do want them turned on once the player has finished moving and during the actual conversation part of the event.
After all of the movement has finished, we'll rotate both actors to face each other, fading over 1s. This is just to make sure that we don't have the NPC facing the player's side because it took longer for him to stop moving than we anticipated.
The Play Mecanim Animation step

This is just a short "talking" animation that I have playing (once) on the NPC. Note that because we're using the Play function and calling a state in our Animator, we don't need to set up any parameters for it or connect the state to any other animation states. So we don't need to clutter up ORK's Animations list with these sort of animations.
Unblock the Move AI and Player Control
Clean up our variables. The image makes it look like Reset Variables leads to Block Player Control, but that's just because I forgot to move the node lower in the graph. The "Exit Interaction Event" path doesn't touch the Move AI and Player Control steps.
So this works pretty well, but I don't like the idea of having all of this logic in each conversation event. Sure, we can copy a base event and just change the conversation within, but that becomes a nightmare if we decide we need to make changes to the logic that gets us to the conversation.
I've done some quick tests with using Makinom schematics to see if I can pull most of that common logic out of the conversation and interaction events and have a more modular system. It's looking good so far. :-) I'll post that version when I've got it all figured out.