By weird, I mean the talks that are supposed to happen in the wilderness (like Sarah talking how she loves forests, and looking at the sky) happening inside a building in the city.
While I don't know much about how BG2 mods work, I suspect the "Rest anywhere" mod might be responsible, if it changed all inside areas to be considered wildnerness (so the game would let me rest there).
If that's why it happens, it's sort of not really your responsibility, but if you'd like to work on it anyway, I think I have an idea, how to do it:
All areas in the game have their respective codes, like "ARxxxx" or so, right? So, would it be possible to list the specific area codes in the mod's code, for where (and only there) the talks would happen?
Example of what I mean, with made up area codes since I don't know them, and mock code, since I don't know how to make mods for BG2, either:
If (CurrentArea = "AR0001" or "AR0002" or "AR0354") then (Start "SarahTalk015");
(I hope it makes sense to you.)
Oh, and the game version I'm playing is BG2EE from GOG.com, with "184.108.40.206 (A)" patch (that's how it's listed in GOG Galaxy).
Attaching the Sarah's DEBUG file and WEIDU log, too.