Not in my case. In my case the stage is set in a end fragment script. When the stage goes to x, the dialog topic should appear when the player activates the NPC. Doesn't happen unless I save and reload. Maybe I'm doing something different, I dunno.
That makes the whole bug thing more complicated. Are you sure, that your quest isn't set to start game enabled? I mean, of course you can set stage 10, and for the player the quest seems to start as it's the first time a log entry is visible. But since the quest was game enabled it has already started the first time the PlugIn was loaded. In that case the dialogue bug would occur and you'd need to save and reload to make dialogue appear.
What I was referring to before was an outside source. So as reports go the following is another workaround.
Your quest with dialogue is Quest 1. The dialogue here doesn't work until save and reload. This quest is not Game Enabled.
But if you set up Quest 2, start game enabled and stage 10 tick as set up, so it immediately launched stage 10. In the stage script box, have a Quest1.SetStage(10) script.
This makes Quest 1 launch. And if reports are right, the dialogue should work without save and reload.
Bear in mind that this bug is known to defy the "rules" we've worked out. There are lots of conditions that work and don't work for different people.
Dialogue in a quest won't work until the quest is started by anything, even if you save and reload a hundred times, that's no bug. Also, if a quest is checked with "Start Game Enabled", you can't start it again with trigger or script, because it's already running, even with setstage xx, you won't make the dialogue appear, unless you save and reload - that's the bug. Well, as we know it, so far.
It's true, it really appears to be different from user to user... If the bug actually does occur in quests which are not started game enabled (but by scripts or triggers), for some users and doesn't in game enabled quests for others, then it's really hard to find a reliable workaround for everyone and makes modding nearly impossible.
Anyway, if the bug is that nebulous, how is Bethesda supposed to fix it at all? You can't blame them that there's is still no patch. I think it takes time to track down the problem and there are still many people desperately waiting for a patch to fix the Dawnguard bugs.