So I looked through the event emporium here, and honestly I was a bit surprised that this does not exist yet. This is a simple event that you can use to give life to your npcs via a single variable for every npc and a few conditional branches.
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As you can see it's all rather simple. You can put as many conversation options as you please, simply increase the number of variables it can run through and create more conditional branches to your hearts content.
Even though I posted a clear Screen shot, I'll go ahead and explain how to do this as well.
First you simply create a variable (I call mine conversation), you will only need one, ever, for every conversation you have. You then set a random variable for that from 1-3 or however many conversations you want.
Next you create a conditional branch, that is triggered by the variable reaching 1, then another for 2 and so on. To keep your events clean you should really check the box that says 'set handling when conditions do not apply' to off, as you won't need this.
Next you place the conversation in each of the conditional branches as your heart desires. Simple and simple.
Now one thing to keep in mind, if you have an npc who gives out important quest info that the player MUST know, you should set that as a single conversation option on the first page, once it no longer applies you can set up a random conversation on another page simply by using a switch.
I hope this made sense and was simple and that many people use it to add life to their npcs.