I'm not sure. Everything should be easier, because you have new dialog files, scripts too. I think it is necessary to specify the correct number of the script (and in scripts.lst, some are mixed up) and the dialog.
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Do you have a set of original mods that are integrated into the Megamode?
I think you don't fully understand what I was trying to say. The mods worked on their own just fine, except for their own bugs, of course. But, in the MM, they didn't. It's like, scripts which were numbered 1670 to 1700 didn't act properly. I can't remember the exact script numbers. That is what I thought the wall was. That's when I started merging dialog files. Then, sometime later, it's like the script numbers started working properly again. But, by that time, I'd added dozens of scripts.
There are no new dialog files. Any dialog file in the text folder that has its text in one of the combined files is merely an outdated artifact. Of course, you're welcome to renumber things internally. The script numbers and screen name file match up, mostly (thanks to @Muttie ). There are a few more I'll need to fix, I'm sure. But the script numbers themselves seem to be only relevant in determining which script is placed on the map. (And I'm aware that there are duplicates in the script list file.) Where the dialog comes from is irrelevant. But, as I said: feel free to modify as you like.
And yes, I have the original mods of everything I ever added. But... what for? Do you really want them? Is your intention to literally rebuild the MM from scratch? I've cleaned up code, removed or added code, and changed numbers for items, characters, quests... Everything. I think they would be of very little use. But, hey, if you want them I can figure out a way to pass them to you.
The only mod in the MM that has the least number of changes is TeamX's New Vision mod, as it was the first mod I added to the game. But, even that one I've made a lot of changes to.