Indeed, KotOR1 did not have a NextNodeID nor a NodeID for each line.
I have begun taking note of which dialogs skip and altering them as required, but it's rather a long and tedious process.
Given that it isn't repeatable unless you don't quit the game, perhaps it would actually be possible to test from within the override next time I come across it myself in-game.
I believe even then sometimes it doesn't repeat when loading a save.
Something I am also going to do is take a look at all of the dialog files in TJM as while watching a streamer play TJM nearly every dialog in the game skipped consistently and I suspect the NodeID's are all missing.
Update : After looking through the dialog files in TJM modules, I can see that none of them contain the NextNodeID and all NodeID's are set to 0, which is generally the case when making a dialog file that no one is going to bother to go through and number all of the NodeID's, understandably of course as it takes quite a while, I presume that Obsidian's software for writing .dlg files handled this automatically when adding new nodes to the dialog tree.
Additional : even 3cfd's dialog in the very first level has the NextNodeID set to 54 while only actually having 34 Nodes.
Conclusion : either the community needs a dialog editing tool that will properly number the NodeID's when creating them, or people need to manually go through and fix every line of dialog in the game, checking and counting their NodeID's to match ( this would be insanely tedious and could take a long time )
Something else worth noting, is that the currently available Dialog Editor, when creating a TSL Dialog File, doesn't even add the NextNodeID field to the GFF filetype, this combined with numbering each NodeID 0 is bound to cause some sort of problem.
After reminding myself that correctly setting the NextNodeID fixes the vacant black borders, I have determined it absolutely must be playing a role in the dialog file actually starting.
UPDATE
Having finally manually ( crazy I know ) numbered every NodeID and NextNodeID in my port of KotOR1 I am hoping it will provide definitive proof that this is or isn't a fix for the dialog skipping issue, if it isn't nevermind at the least it's all ordered properly and the cinematic borders always come in properly.