Ah, I forgot the DB behaves like that.
Well, it seems too much hassle for what I want to achieve, which is simply having three different subtitle colors according to the NPC that is talking.
What I'm doing right now is using three Unity objects: Player, NPC and NPC_Female. The three of them have different subtitle colors by the use of the Actor Subtitle Color (?) component.
This is good enough for calling conversations with Actor and Conversant fields empty and setting nodes to those generic Actors names in the DB (I don't use specific actors for each NPC), so the correct color is used every time.
However, before I used this approach I created a lot of conversations with just Player and NPC, until I realized the need for a third differentiating color for three-way conversations between the player and a couple, so I created that NPC_Female object with that subtitle color component.
The only thing I needed was to set the Conversant field to NPC_Female in the conversations that involved a female NPC and all NPC nodes were colored with the NPC_Female color... but when the conversation ALSO involves a male NPC, the Conversant field still takes precedence and male nodes are colored in the female color.
So, that's why I was wondering if I could use a sequence command to change the applicable Conversant field on the fly, so if I have like five or more sequential nodes that involve a specific gender, I could just introduce that command to switch between NPC and NPC_Female conversants before parsing those nodes. And when they finished, changing it back.
However, I think this will be complicating things too much for such a cheap way to not setting female nodes to their appropriate actor. In fact, I've assigned NPC_Female actor with a node color that clearly states its nature and the trees look much nicer now.
So this wall of text was just a waste of time, now that I think about it...
Well, I guess I like to write.
Thank you anyway!