Lines 70 and 71 should not be translated. They're not the character's name, they're his ID. From "Father Bernard_dialog.c":
Code:
dialog.text = DLG_TEXT[69] + GetMyFullName(&Characters[GetCharacterIndex(DLG_TEXT[70])]) + DLG_TEXT[72];
So it looks up character "Padre Domingues", which is defined in "PROGRAM\Characters\init\IslaMuelle.c":
Code:
ch.name = TranslateString("","Padre");
ch.lastname = TranslateString("","Domingues");
ch.id = "Padre Domingues";
In the most recent version of "Father Bernard_dialog.h" which I got from you, lines 70 and 71 are:
Code:
"Father Domingues",
"Father Domingues",
Unless you have changed "IslaMuelle.c" to match, the dialog will not give Padre Domingues' name because it can not find character "Father Domingues". And if you have changed it, that's probably why Father Bernard is calling him "Father".
As for line 155:
Code:
"Obrigado, #sFather#. Estou disponível para ajudá-lo novamente imediatamente, mas também gostaria de receber algumas informaçoes sobre algo que estou investigando pessoalmente. Disseram-me que você pode me ajudar.",
"#sFather#" is a preprocessed variable set at the top of "Father Bernard_dialog.c":
Code:
Preprocessor_Add("Father", GetMyFirstNames(CharacterFromID("Father Bernard"), false));
Character "Father Bernard" is defined in "PROGRAM\Characters\init\Redmond.c":
Code:
ch.name = TranslateString("","Father");
ch.lastname = TranslateString("","Bernard");
ch.id = "Father Bernard";
People in Portugal and Spain would refer to their priests as "Padre", but people in Britain would call their priests "Father". That includes people in British colonies such as Port Royale. But if you're playing a FreePlay in "Early Explorers" period, that town is Spanish, as is the priest, so his name is changed to "Padre". This is why the preprocessed variable is used. It means the dialog will work whether the character is a British Father or a Spanish Padre.