Surf Solar
So Old I'm Losing Radiation Signs

That's what I want to know. 
What I want, is that for example I have a companion in my party, I want that he actively engages in conversations I hold with other NPC if (s)he has something to say, making them more liveable, so that if you screw up with an NPC the companion likes, he might get pissed, or vice versa... There could also be just a group of NPC talking to you, I think in Fallout 1 at the water merchants such a thing was used.
Basically, I'd think of two options:
a) You talk with npc A, finish all the arbitrary dialog nodes, the window closes and npc B immediately talks to you. This is I guess commonly used, but for me it feels a bit artificial since npc b patiently waiting for you to finish conversation takes away urgency if there are really important topics npc B might be interested in. However, with this method you can easily keep an overview whom you are talking with right now.
b) Write all the possible companions lines he might drop directly in the npc dialogue files and make conditions, so that when you have said companion in your party, those nodes get activated, if not, only the player and the npc talk with each other. From a conversation point of stand it makes more sense, since the companion can actively engage in the conversation, but it makes things messy in the dialog files and the biggest Issue is that you can't tell who is who directly in the dialog, except maybe you write "NPC says:" "Companion XY says:" but it still looks ugly...
How would you handle that?

What I want, is that for example I have a companion in my party, I want that he actively engages in conversations I hold with other NPC if (s)he has something to say, making them more liveable, so that if you screw up with an NPC the companion likes, he might get pissed, or vice versa... There could also be just a group of NPC talking to you, I think in Fallout 1 at the water merchants such a thing was used.
Basically, I'd think of two options:
a) You talk with npc A, finish all the arbitrary dialog nodes, the window closes and npc B immediately talks to you. This is I guess commonly used, but for me it feels a bit artificial since npc b patiently waiting for you to finish conversation takes away urgency if there are really important topics npc B might be interested in. However, with this method you can easily keep an overview whom you are talking with right now.
b) Write all the possible companions lines he might drop directly in the npc dialogue files and make conditions, so that when you have said companion in your party, those nodes get activated, if not, only the player and the npc talk with each other. From a conversation point of stand it makes more sense, since the companion can actively engage in the conversation, but it makes things messy in the dialog files and the biggest Issue is that you can't tell who is who directly in the dialog, except maybe you write "NPC says:" "Companion XY says:" but it still looks ugly...
How would you handle that?