That is how I spent the other day play testing.
I learned a important thing about party conversations and how starting them differs from other conversations. This issue I had was there were four items that would start a conversation when the player when used. The conversation would start but only the first line would appear as a speak string. Before switch to party conversations, one of the items used a nwn1 convo style and worked fine. On the use script I had the user start a convo with themselves. This however doesn't work with party conversations. If a companion used the item the conversation start but that companion wasn't part of the conversation. So I figured ok a player can't start a conversation with themselves with a party conversation, I could live with that. My next solution was to use an ipoint in the area, and since the conversation could be started anywhere in the area I have the script ignore start distance. With this I discovered that start distance and involved distance (I just made that term up) are different. Again the conversation would start but drop out after the first line since the player and companions were too far from the ipoint. At this point it was time to take a break and work on something else. When I returned I had the script destroy an ipoint with a certain tag then create a new ipoint at the users location giving it the same tag as the destroyed one. This worked. The conversation could now be in initiated anywhere and multiple times.
So don't know if my self taught scripting methods caught up with me or if this is an issue that others have run into as well. Regardless I figured I would share and maybe save someone some time.
Other then this play testing is going well, it is taking a little longer then I thought but nothing real earth shattering. My wife will be doing one play through now that I fixed all I can find. Then it will be going out to beta testers. If your interested let me know.