How can I make a creature do something?
  // the some_action is a function that usually starts with "Action"
 AssignCommand(oCreature,some_action) 
 How can I make something happen after awhile? 
 fDelayInSeconds=2.0;
 DelayCommand(fDelayInSeconds,some_action);
 How can I script an object into a container?
 object oItem=CreateItemOnObject( "item_template", GetObjectByTag("container_tag"));
 How can I script an object into my Inventory?
 object oItem=CreateItemOnObject( "item_template", GetFirstPC());
 How can I equip an item by scripting once I have it in my inventory?
 AssignCommand(GetFirstPC(), ActionEquipItem(oItem, nInventorySlot);
 How can I spawn an object at a a specific location? 
 /* Possible Object types:
 OBJECT_TYPE_CREATURE 
 OBJECT_TYPE_ITEM 
 OBJECT_TYPE_TRIGGER 
 OBJECT_TYPE_DOOR 
 OBJECT_TYPE_WAYPOINT 
 OBJECT_TYPE_PLACEABLE
 OBJECT_TYPE_STORE */ 
 // for the 3 floats in the function below
 // you can use the X, Y, Z coordintates from
 // the whereami cheat code
 vector vPosition=Vector(0.0, 0.0, 0.0); 
 location lWhereToSpawn=Location(vPosition,0.0); 
 CreateObject( OBJECT_TYPE_CREATURE,
 "object_template",lWhereToSpawn); 
 How can I create an object right next to me? 
 // same OBJECT_TYPEs as above 
 CreateObject( OBJECT_TYPE_CREATURE,
 "object_template", GetLocation(GetFirstPC()));
 How can I give myself credits?
 GiveGoldToCreature( GetFirstPC(),nAmount);
 How can I take credits away from myself?
 TakeGoldFromCreature(nAmount, GetFirstPC());
 How can I give myself Light Side or Dark Side points?
 /* Alignments:
 ALIGNMENT_DARK_SIDE
 ALIGNMENT_LIGHT_SIDE
 ALIGNMENT_NEUTRAL */
 AdjustAlignment( GetFirstPC(),ALIGNMENT_DARK_SIDE,nAmount); 
 How can I give myself experience points? 
 // you guessed it...
 GiveXPToCreature(GetFirstPC(),nAmount);
 How can I multiclass a character into a Jedi?
 /*possible classes:
 CLASS_TYPE_SOLDIER
 CLASS_TYPE_SCOUT
 CLASS_TYPE_SCOUNDREL 
 CLASS_TYPE_JEDIGUARDIAN 
 CLASS_TYPE_JEDICONSULAR
 CLASS_TYPE_JEDISENTINEL 
 CLASS_TYPE_COMBATDROID
 CLASS_TYPE_EXPERTDROID
 CLASS_TYPE_MINION */ 
 AddMultiClass( CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag("Mission")); 
 How can I start a basic conversation?
 void main() {
 ActionStartConversation(GetFirstPC(),"dlg_filenamehere");
 } 
 Canderis Edit:
 If the above code does not work try defining the npc who will be talking:
 void main()
 {
 object oNPC=GetObjectByTag("npc_tag");
 AssignCommand ((oNPC), ActionStartConversation(GetFirstPC(),"npc_tag")); 
 } 
 How can I make an NPC walk up to me and start a conversation? 
 void main() {
 object oNPC=GetObjectByTag("npc_tag");
 location lMe=GetLocation(GetFirstPC());
 ActionDoCommand(SetCommandable(TRUE,oNPC));
 AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FALSE));
 AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
 }  
 ===============================
 Kotor 2: TSL only - new practical functions:  
 * those functions can help you avoid .utc file conflicts that will crash the game or prevent plot advancement as explained in this thread (
http://www.lucasforums.com/editpost.php?s=&action=editpost&postid=1765880) 
 Give a new feat to a creature: 
 // DJS-OEI 1/13/2004
 // 786: Grants the target a feat without regard for prerequisites.
 void GrantFeat( int nFeat, object oCreature );  
 Give a new Force power to a Creature:  
 // DJS-OEI 1/13/2004
 // 787: Grants the target a spell without regard for prerequisites.
 void GrantSpell( int nSpell, object oCreature );
 Change the appearance of a creature: 
 // 850
 // ChangeObjectAppearance
 // oObjectToChange = Object to change appearance of
 // nAppearance = appearance to change to (from appearance.2da)
 void ChangeObjectAppearance( object oObjectToChange, int nAppearance );  
 Adjust attributes: 
 // 833
 // AWD-OEI 7/06/2004
 // This function adjusts a creatures stats.
 // oObject is the creature that will have it's attribute adjusted
 // The following constants are acceptable for the nAttribute parameter:
 // ABILITY_STRENGTH
 // ABILITY_DEXTERITY
 // ABILITY_CONSTITUTION
 // ABILITY_INTELLIGENCE
 // ABILITY_WISDOM
 // ABILITY_CHARISMA
 // nAmount is the integer vlaue to adjust the stat by (negative values will work).
 void AdjustCreatureAttributes(object oObject, int nAttribute, int nAmount);
 Adjust skills:
 // 869
 // DJS-OEI 10/9/2004
 // This function adjusts a creature's skills.
 // oObject is the creature that will have its skill adjusted
 // The following constants are acceptable for the nSkill parameter:
 // SKILL_COMPUTER_USE
 // SKILL_DEMOLITIONS
 // SKILL_STEALTH
 // SKILL_AWARENESS
 // SKILL_PERSUADE
 // SKILL_REPAIR
 // SKILL_SECURITY
 // SKILL_TREAT_INJURY
 // nAmount is the integer value to adjust the stat by (negative values will work).
 void AdjustCreatureSkills(object oObject, int nSkill, int nAmount);