... but yesterday I realized the I can do conditional loops in conversations. I don't know why I missed it but it doesn't matter now. Okay, I did know how to make conditionals and conversation links, I'm not completely stupid :) What I needed it for is that damn boat travel that disturbs me by looking old school NWN1. I want the CutScene camera to track the boat down the river until the boat reaches a specific way point where the player can interact via the conversation that started the travel. The problem was that it's pretty difficult to calculate how long time it takes to travel between the way points so the conversation starts unpredictably and often very wrong.
This example convo shows an example loop (for everyone as stupid as me) that loops until the counter variable = 4. In my boat travel conversation this would be a variable set when reaching a specific waypoint or tripping a trigger. You can probable do it smarter (if so tell me, please).

Back to the toolset to start to implement it into the module. It won't be easy and I'm a bit nervous that messing with the existing scripts and conversations may give me real problems for a few days.
/A
[EDIT]
Yes, I'm stupid. This thing works but isn't the best way to do it. I'll ditch this baby immediately.