You would have to make it yourself with interfaces. Portrait part with button per character containing static images/animations for the portraits. Button per option line. You could use display object texts to link the relevant option to the relevant button. Use values/conditions to determine which display object text to display/color variant, etc.
Alternatively you could do it all with Lua & the Lua draw system & create rect polygon area based on the length/height of the option text - Sebastian would probably use this method, as it would be complicated to setup/write, but would probably save a lot of time in the long run.
It's a shame the default dialog system doesn't have a built in method for setting the state of a dialog option, to set it to "read".