Thanks for your reply, AxConsortium!
I appreciate your time spent to elaborate. I have locally made some small custom adjustments to help a little extra in regards to the player's task of returning Nemo's remains to Deesra. Please don't discount your direction and choice here because while not clearly ideal is really the second best option.
As I said, I have made a few changes, however, which you're very welcome to use in a future version of this modification if you ever wish to. Before telling you about it, I would recommend submitting your work to Snigaroo's KotOR Mod Build because it would fit very well in the immersion section there.
Now, what I did was to polish the already very decent text and swap a few VO choices (I noticed many instances of grts VO when different ones seemed to fit better, particularly in regards to the text's length). But I also rewrote the trigger script for Deesra. This was due to the fact that I wanted the Player to be informed early about Deesra's role in the enclave adding a line of dialogue where he mentions chronicling the enrollments and the passing of the Jedi at the enclave. This gives more solid ground to the decision of bringing Nemo's body to him rather than the Council. But in order to do that I had to initiate the conversation so that it'd trigger as soon as you get past him after arriving in Dantooine. Originally that trigger is only starting the conversation after the Player has advanced the Dantooine plot far enough. Now this happens twice instead.
Again, these minor changes have not yet been tested, but shouldn't present any particular issues.
Cheers!