In regards to modules, it is easiest to download the main pack then find some others in the Mega upload links in the spreadsheet linked to the guide. You'll go far using other people's modules but eventually you'll want to edit their content or make your own. My advice is be very careful adding modules to a character, it is easy to mistakenly make a character that is too successful in dialogue as the player or too easy to persuade as the player. The opposite is less common but still needs care - you could make a character too poor in dialogue or too hard to persuade. On the extreme ends, NPCs trigger happy enough to murder on any given day since the start, but you might want that.
First, change page from modules to triggers. Right click, add new trigger. You Care about Events and Actions. One you make the trigger, define the event so it runs at a certain time. Like start of period, end of period, when someone wants talk, etc. Now that you have an event to call your actions, make your actions, which started with a Flow Control. An If, Else, End, etc. You'll use Int types most often, then string, then float. You don't use float often unless you're rolling chances in float or doing decimal math, like multiply by 1.15, for example.
I highly recommend collecting your starting modules first. You'll get a better idea of how they work when you see examples.
Following advice: you make modules by left-clicking and dragging across trigger names in the left column, then right-click to make new modules. To add global values to your module, simply make them, assign their init values, then call them in the triggers you're bundling and they'll be bundled into the module. Globals are made outside of the triggers, but oncer they're call in the trigger they'll be selected for bundling when you put them into a module.