I sorted out my problem with dialog, following ARFLme's advice to someone else on this forums ("just use basic logic").
In my game dialog consist of "conversation topics" that you pick. They are displayed as cryptic "one word" topics - for example "Europe", "Car" and so on.
When player picks a topic, playable character elaborate and starts discussion. For example picking "Europe" will lead to character saying "That trip to Europe sure was an exciting way of spending our honeymoon, right hon?" This is then answered back by conversation partner.
In-build system turned out to be a little to limiting. For example, setting questions as "one word" topics lead not to elaboration, but main character saying "Europe". So unless I'm missing something, it's of no use to me.
I was however able to achieve what I wanted with interfaces and buttons. It's not pretty, a little bit convoluted but hey, it works, so I'm happy.
Now, when I'm aware of limitations of dialog system, next time I'll be designing conversations I will do it "according to Visionaire logic".
Next question, as I'm experiencing another problem. I want my cursor to change when hovering over item in interface (I'm using single click interface from here
https://wiki.visionaire-tracker.net/wiki/Single_Click_Interface). I've tried to sort it with adding "when cursor enters/leaves area" to item placeholder areas of interface but it works only partially. When there is an item in a slot, cursor changes in way I want. However, when hovering over empty slot, cursors disappears completely. Any hints how to solve it?