Files posted by DocClox
Raider Reform School is a collection of furniture, tats and Baggy Tank Top re-textures and other odds and ends themed around the idea of a reform school aimed at raiders. The aims of the school are twofold.
Firstly to re-educate those misguided young women who may have fallen into a raider lifestyle, and to teach them to become productive members of society. Secondly, to keep these same young women pregnant, that their offspring might be raised to be respectable members of society,thereby helping to remedy the persistently low human populations that have plagued the East Coast ever since the Great War.
The mod is generally aimed at a male player who wants to keep a harem of enslaved raiders, but it should work for female or futa players as well. Also, there's nothing to stop you wearing the tops or tats yourself as a female player. (Alas, there are no male versions).
There's no quest as such, just a collection of role-playing aides.
What you get:
Seven colored tank tops corresponding to one of the School's seven designations: Prisoner, Breeder, Laborer, Dancer, Whore, Security and Slave Seven matched tats, font and back corresponding to the tops. The tats are full color and glow in the dark to make it easier to find the occasional nighttime runaway. Seven bikini tops as alternatives to the tank tops. Seven slotless, invisible tattoo-only items which can be equipped to get the tattoo without clothing, or matched with other items. The tats are scripted to apply when the tops are equipped. You can set the tats through LooksMenu if you don't like the tops The "Breeder" tattoo detects whether the wearer is pregnant or not, and changes the text to "Breeder" or "fertile" accordingly. So you can tell at a glance which of your charges needs servicing. It should also detect conception and birth,and automatically change to reflect the wearer's new status, although the giving birth aspect hasn't really been tested yet. There are "breeder" and "fertile" versions of the breeder tops too, and these will also change. If your captive is one of the named female bosses, giving her an RRS top will result in her other ass cheek being branded with the her name. Useful for telling who's who when they're all in the pillory. Piper, Cait and Curie, too. Just in case anyone feels the need to put them in their place from time to time. I'm planning on adding one for Nora as well). There's a patch for niston's Fuck Me Shoes so they stay on during sex. The tops also stay on. A script runs every day around midnight and looks for FPE children in need of loving homes. The kids are automatically sent to loving homes situated off-map. 100 caps is deposited in the settlement workbench for each adoption. A couple of Stump| (TM) outfts which zap the wearer's arms and legs, one more extreme than the other. A combination jet-pack, collar and asshook, the Skyhook, intended to justify StumpZ girls when they walk around An Empty Head Brain Amputation headset An Indoctrination headset with glowing visor and integral ballgag. Several unique restraints, including cuffs to pinion miscreats to glass walls, snappable, stackable cages for bulk storage. A triple cuff stand where three sets of cuffs snap to a central pole. Each set can be use separately The Hangspread Device
Oh yes! There's a nifty School Flag too!
Always remember the School Motto: "Retribution, Redemption, Reproduction"
How To Use:
Build the tops in Bodyslide. There's just tank top and one bikini. Then you can build the top and its variations at a chemlab under "Raider Reform School". The tats will auto-apply when the top is worn, or you can use them separately with looksmenu and the console "slm" command.
I've tried to avoid hard depends, but I'm assuming that you're running Just Business here. If not, you may need to do some finagling to make some of the features work as advertised.
AAF if you want to have sex with your charges. I'm assuming most people will.
AAF FPE if you want them to get pregnant. Not strictly required but some scripts may nor work without it.
Baggy Tank Top by jmenaru. The tops won't work right without this.
If you use CBBE, then F-Me Shoes by niston. You don't strictly need it, since the mod just adds a patch, but if you want the shoes, you need that mod.
If you use Fusion Girl, thenthe FG port of CB Bikini.
And while it's by no means required, I recommend Raider Queens by @Senator Blutarsky since it makes those raider bossgirls a lot easier on the eye.
There are a lot of files.
raider_reform_school_<version>.7z file is the main file. Unless you just want the tats, you'll always want this one rrs_tattoos__<version>.7z is the file with the tats and the looksmenu configs. If you don't install this, you'll get tops without matching tats and tattoo builds in the chemlab that don't do anything. rrs_cbbe.7z this just adds an exception for the Fuck-Me Shoes mod so they aren't unequipped during sex. Only really useful if you use CBBE rrs_fb.7z is similar, but uses ChainBikini.esp as the shoe mod. it also adds some workbench configurable combination tops so you can choose what you want out of tops, socks and shoes.
The reason for the shoe based addons is that the tops don't have a body mesh. That means you can combine them with other items, and (since shoes tend to hold the body mesh in Fo4) it means that equipping a top won't unequip a girl's high heels. On the other hand, it means that if, in Bodyslide, you build the top to a different shape to your usual body you get clipping. So the idea is that you build a set of shoes to the same body shape as the tops, and if you wear them together, nothing clips.
Or you can just build everything to the same bodyslide shape and you don't need the shoe addons.
Unpack as usual. Build the top and the shoes with your body.
Load raider_reform_school.esp for the main mod
Load raider_reform_school_names.esl to pull in the tats for the raider boss names. If you don't want them, leave this file unchecked.
There is an RRS preset included in the archive. You don't need to use it but it was there so I included it. (It's a tweaked Josie Body mesh, but use anything you want).
There are also a few esl files.
raider_reform_school_tattoos.esl just exists for force the load of the tattoo BSA file. raider_reform_school_names.esl loads the named ass-tats for various bosses. So you can see who's who from the rear view of a pillory. raider_reform_school_amputee.esl adds some tats for the less extreme version of StumpZ. This was from an early version and I'm not sure they still fit, to be honest. raider_reform_school_machine_tattoos.esl is a placehodler for the tats intended for the tatoo machine
If all that seems needlessly over-complicated, I'm sure you're right. It is, however, as simple as I can make it.
About The Shoes
What you can do is build the tops to a body with exaggerated sexuality, and then build the rest of the outfits in the game to a more realistic body. That way, the RRS gear has some pre-war high-schience nanoquantum future-tech woven into it. That way, anyone who puts on one of the tops gets morphed into a humiliating caricature of their own sexuality. But if you do that, you need a set of shoes because you need something to supply the body that goes inside the tank tops.
So that's why I was so keen on having a set of always on shoes to go with the tops.
The mod is playable as it is. I would like to get all the tops using dynamic retexturing system so you could change the design on a girl's shirt (and her tats in the process) with a scripted device or holotape.
I want to add a little lore into the game. Just some stuff about the school's original founder.
I plan on adding some recompense for impregnation and births.
Something to remove the children from settlements so the game doesn't collapse under the weight of settlers when the babies start growing up. Maybe a Miss Nanny robot that collects them up and leads them off to be sold to supermutants an cannibals fostered with respectable and carefully vetted couples so that they may be raised as responsible and productive members of society.
Thanks to niston for permission to use his F-Me shoes.
To jmenaru for permission to modify the Baggy Tank Top mesh.
To @Invictusblade for helping me get my head around how LooksMenu tattoos work
Monno and highhthere for the bikini top, taken (in accordance with the creators' permissions) from https://www.nexusmods.com/fallout4/mods/13720
To Death for the Leash Laws image, many thanks.
Anyone I missed, let me know and I'll add you in.
Simple little doodad to check if the game can see a particular mod. It's got one item, a brahmin skull with an onload script. When the skull's 3d loads, it checks to see if the mod named in it's "Mod" property is loaded and pops up a message box, yay or nay. By default it detects "Just Business.esp", but crack it open with xEdit and change it to whatever you need.
There's an instance dropped in the Sanctuary storm cellar, but feel free to place it wherever suits your needs. When you're done, unload the mod with no lasting effects. Or pick up the skull and drop it in the workbench for some free bone ingredients.
I should stress, this is a modder's resource and does nothing interesting from a gameplay point of view.
Just a quick mod to remove @yurik's petcollar from the player if he or she should accidentally set it on themselves. Just load the esp and the collar will unequip. Then you can drop the collar and remove the mod.
Doesn't rely on anything but the base game, but doesn't make much sense to install it unless you already have petcollar.
I made this tattoo overlay after waking from a particularly weird dream. Someone asked if I could share it, so here it is. Just the one tat at the moment. I might add more later if anything occurs to me.
There's a face texture in there too that I couldn't get to work. If anyone can see what I'm doing wrong, I'll post a fixed version.
The tat was made for FusionGirl. It should work for CBBE but it may get a but wonky around the bum.
Apply using LooksMenu body overlay as per usual.
Seeker! Know you now that you hold in your hands the life's work of the great mage Korneum, often called "The Objectionable", though rarely to my face and always by lesser minds, jealous of my intellect.
--Korneum The Objectionable.
This is a collection of utility spells that make life easier for the average slave trader. I'm going to start simple and get more complicated as I go, so hopefully when RL strikes and I have to concentrate on other tasks, at least there will be something useful here.
There are also some tattoos and there may be misc other stuff as time goes on
I set up a blog entry with the documentation. t's easier to maintain that way.
Slavers_Spellbook_<version>.7z. is the main mod file. Install that in the usual way.
Slavers_Spellbook_slhp.7z has a couple of spells specific to SexLab Hentai Pregnancy. The detect pregnancy and black soul gems and need SLHP's pregnancy faction to work. If you're using SLHP, install this.
slavetats_pahe is a quick hack so that PAHE slaves appear with their new names in the slavetats menu. No more trying guess which of seven Bandits is the one you want to change. Doesn't do anything without slavetats, obviously.
slso_exposure_rate tweaks SexLab Separate Orgasms so it doesn't set ExposureRate to 1 during sex. Means you magically induced nympomaniacs will now fuck like the sluts they are.
pahe_slso allows sex training/discipline to be more effective the more times your slave orgasms. Melt her brain and she'll be much more co-operative.
slhp_display_names gives pregnant slaves their assigned names on the pregnancy list.
These are all designed primarily with PAHE, SLSO and Hentai Pregnancy in mind. But they should be useful for anything that uses SexLabAroused, although the spells are generally designed not to affect the player.
I'll just leave these here.
These are basically all wrappers around SexLab Arousal Redux. You can't do anything with these that you couldn't do with the SLA MCM Puppet Master tab, but this allows for a bit more immersion and roleplaying. Essentially, I was doing this anyway through the MCM interface, and I finally decided to make a nicer way to do it.
Currently you need to add the spells through the console. I have plans for a bit of a quest to get them, but on the basis of "keep it simple", I'm doing the spells first and the quest second. (there is a book in Cronvangr Cave now, but it doesn't seem to work yet. Even when it does it should be considered as a stop gap measure).
If I get all that done, then I have tentative plans for conjured restraints (Bound Bindings), some training enhancers. Maybe a vendor, and some options to turn Convangr into a base befitting a vampire late-sleeping slave trainer.
I'll probably move the PAHE/SLSO patch and the SlaveTats/PAHE patch to this page as well, assuming the respective mod authors don't want to incorporate the code.
(I have no idea if it's SSE compatible or not, so I put "no". Feel free to try it out and see)
SexLab, SexLab Aroused
Special Edition Compatible
This is just a proof-of-concept tattoo mod - more of an example than anything at this point.
Basically, it lets you build tattoo kits at a chem station and wear them, or have your followers or slaves wear them. Currently there's only four tats in the pack, but they're fun to do, so there should soon be more.
Adding new tats is currently a case of opening up the esp with zEdit. copying four records and changing the names and texture paths. You need to duplicate the texture set, the constructible, the armor and AA records and make sure they all point at the right record or pathname. There are plenty of examples there now, so it shouldn't be too hard. I'm also working on a Python script that will take a folder full of textures and a JSON file and compile that into a custom esp; once that gets going we should be able to sort out some sort of tatpack collection, slavetats style.
Thanks to featherder, whose Body Paint Designs formed the inspiration and template for this mod.
I've been making some Python as I go to make life easier when working on the Slaver's Spellbook. Nothing earth-shaking, but I thought I'd post in case someone else found them useful.
Currently there's two modules in two files, each with some sample code.
This is collection of context managers for the CK's almost HTML book format. So for example, this is the first couple of pages from Opus Korneum:
# # frontspiece illo, maybe a bit much? # img( "Textures/docbook/illos/well_behaved.png", width='288', height='252', caption="Well behaved slavegirls pay close attention to their master." ) para("<br>") pbreak() # # don't know if I'll keep the drop caps # with Para(): cap( "Seeker! Know you now that you hold in your hands the life's work " "of the great mage Korneum, often called \"The Objectionable\", " "though rarely to my face and always by lesser minds, jealous of my intellect." ) # # it's not a purely mental collection though, even if it started out that way # with Para(): cap( "Seeker! Know you that with this book you can gain insight into " "and indeed control over, the bodies and minds of Man and Mer, and other races besides. " "Know that the potential to cause harm spells is very great; " "With these magics, minds can be twisted into helpless dependency, " "their owners reduced to sad, twisted parodies of their former selves." ) The context managers make sure the tags are closed correctly and there are a pile of convenience functions. Cap() for instance, applies a normal paragraph with a Drop Cap on the first character. You'll probably want to fiddle with the funcs or write your own, but the classes should be farily solid.
This is a parser for esp/esm files. It reads the data in, finds the SPEL group, find the spells and gives you a list with the name, editor_id and formid for each of them. I wrote it mainly so I could auto generate some json I could feed to JsonUtil to auto load some spell lists when you read the spellbook. That script is in there unaltered, but briefly, it works like this:
def main(): ss = Plugin("slavers_spellbook.esp") slhp = Plugin("slavers_spellbook_slhp.esp") ss.find_spells() slhp.find_spells() #print [ sp.editor_id for sp in slhp.spells ] print_json(ss.spells + slhp.spells) Of course, you don't have to make json files with it, and it can probably be extended to make lists of other records.
Before we start:
Alpha Software - this mod may destroy your machine, ruin your life or bring about global nuclear Armageddon. YOU HAVE BEEN WARNED. Modders' Resource. No Normally playable content. This is a sex framework, meaning that it doesn't add content itself but rather makes it easier for other modders to add content. Limited Functionality. This is a quick and dirty adaptation of Crazy6987's sex gun into a format more easily used by modders. Compared to Sexout or SexLab, this is severely lacking in features. On the other hand, it has all sorts of advantages over nothing at all. Just, let's keep expectations realistic to start with. Upgrading from 0.0.1: Delete the old BSA2 archives! One of them has been renamed as four_play - Main.bsa2 as per the convention. The other one, the textures archive, has disappeared altogether since I'm not adding any textures. Delete the Data/Scripts/four_play folder as well.
What It Is
A sex animation framework based on Crazy6987's sex animations.
Use the mod manager of your choice. Or just copy the archive contents into Fallout 4\Data. There's no installers or wizards to worry about.
Open the console and type "coc 4test" to get to the test cell. The terminals there have some information and some test options that can double as demo scenes.
How to use it
The source is included in the archive, and that's probably your best documentation. Briefly however:
The module name space is "four_play" and the main quest is four_play:Main
There are two entry points for the module: four_play:Main.four_play and four_play:Main.four_play_main.
Umm... I could have probably used a little more imagination in some of those names... Nevermind.
four_play:Main.four_play(actor a0, actor a1=None, float duration=30.0)
This takes two actors, picks a random two person animation and starts it going for 30 seconds. You can override the time with the duration flag. If a1 is None, a solo animation is chosen for a0. This function tries to make sure there's a male actor in the male role (all current animations are solo or m/f) and will swap a0 and a1 to make that happen.
There are also a couple of parameters that probably shouldn't be there. "happy" is supposed to set a happy expression on the actors faces. I forgot about it until I came to write this. "start_mark" is a marker that can be used to position a0 before sex starts. This is implements but broken, so don't use it.
function four_play_main(Actor a0, Idle i0, Actor a1=None, Idle i1=None, keyword arch0=none, keyword arch1=none, objectreference start_mark=none, float duration=30.0)
This is a lower level function. Actors a0 and a1 are used in the male and female position respectively, So if you want your female PC to ream Kellogg with a strapon, this is the one to call. Both idles are specified separately, and in principle can take any animation supplied. The Arch parameters are facial animation archetypes intended to change the expression, duration is how long the animation lasts and start_mark is broken and should not be used.
When either of these functions are called, the a1 actor is moved next to a0 and the idles are started. Actors are stripped and re-dressed - usually, anyway.
The mod sends a custom event called animation_over with the two actor as arguments. This should let you pick up control after an animation ends. There doesn't seem to be a way to raise a custom event on another form., so there's no way to register for events from an actor - you'll need to make sure the event you get is for the actors you expect.
No control of a running scene: You can't change the animation, restart, reposition or any of the cool sexlab features most of us are used to.
Single Stage Only: Only one simple loop is animated. There's no syncing of animation, no multi-stage animations just one loop.
Ground Pounder Weirdness: The "ground pounder" animation has the female floating about three foot off the ground for some reason. Seems to be an issue with the animation. Maybe.
Survival Options, v1.62. This mod has an inventory item that saves the game in Survival Mode. It seems to conflict with the mod for some reason.
And probably thousands more - I'll update the list as I remember them (or am reminded!)
Custom races need to be registered from a script. I've made this as easy as I can:
race property my_race auto; ...four_play:Main.register_race(my_race)
I can't get to the test cell!
The test cell is just a cell like any other interior location in the game. You got there by typing
from the console. If you can't get there, it almost certainly means the mod isn't loaded. Check your mod manager and make sure the esp is selected.
Stripping isn't working!
As of 0.0.4 stripping uses F4SE 0.3.0 So make sure that's installed and up to date.
No, really! Stripping isn't working!
Turns out there's a known bug in F4SE 0.3.0 where the GetWornItem function doesn't work right unless Papyrus loads debug information. So do the following:
Edit %USERPROFILE%\Documents\My Games\Fallout4\Fallout4Custom.ini. Add the following if absent:
Those of you who found that stripping started working when you enabled logging - this is why. Which means you can disable the logging if you wish so long as you keep the two lines above.
The GetWornItem bug is expected to be fixed in 0.3.1 which is currently under development.
F4SE is installed and up to date, I'm loading debug information and there's still no stripping
F4SE 0.3.0 also modifies some of the vanilla scripts. In particular Four-Play's stripping code needs the F4SE version of Actor.pex. The easiest way to ensure you're using this is to copy the data folder from the F4Se archive. It's easy to overlook this since the install instructions that come with F4SE 0.3.0 are out of date and don't mention this step at all.
Stripping isn't working, I tell you!
A lot of people have reported that enabling papyrus logging fixed their stripping issues. That probably means I need a wait or two somewhere in the code. Meanwhile, enabling logging seems to be a practical workaround. See "If All Else Fails" for how to do this.
Animations Aren't Working
Check you have the animations installed. Installing Crazy's Gun Mod will do the job, and you can check that the animations themselves work with Crazy's gun. If that works, go to the test cell (see above) and use the terminals to see if you can start animations that way. If the test cell works, then the problem is likely with a mod calling Four-Play. If it doesn't I'll need to look at it.
If All Else Fails
There's a lot that could go wrong and a lot of cases that I almost certainly haven't considered. If it's still not working the best way to proceed is to give me a log file to look at. To do that:
Follow the instructions here start up a game session coc to the test cell. try and start an animation leave the game edit the log file in notepad post the contents to pastebin.com submit the pastebin page - this will give you a new web page with your pasted log file as its contents post the url of the new pastebin page here along with a description of the problem
F4SE: Now needed for stripping.
Crazy's Animation Gun: At the time of writing, Crazy hasn't signed in since before I started on this exercise. As such I've not been able to get his permission, so I don't feel comfortable bundling his animations. So you need the mod installed. You shouldn't need the esp loaded if you don't want it.
NSFW Strap-on dildo for FO4: Optional. If loaded and if a female actor is in the aggressive role, Four-Play will try and soft-load the strapon. I haven't really had a chance to test that yet, so it may not work.
The carriage drivers of Skyrim have banded together to form the Skyrim Licenced Universal Transport Service, and they're looking to take on staff.
Talk to a carriage driver, one of the stewards or an innkeeper to get started.
It's a ponygirl mod. You get locked into a yoke, hooked up to a cart and told to pull it to another city. For which you get paid. Unless too many bandits have their way with you on the way. If that happens they'll pilfer from the cart as well, and you can end up owing money to the Company. But that's not a problem: They'll just send on another run until you can pay off all the arrears. Isn't that nice of them?
ZaZ 6.07 SexLab v160hotfix2 DDa 2.9.2 DDi 2.9.2 DDx 1.2.1 SlaveTats 1.1.1 Racemenu 3.4.3 XP32 Maximum Skeleton Extended 3.21
A Word About Skeletons:
You need an up to date skeleton. Specifically you need Groovtama's XP32 Maximum Skeleton Extended and you need the latest version. This is because the process that tethers you to the cart uses a bone usually only found in horse skeletons. If you don't have this skeleton, the tethering will not work and will not be able to pull the cart.
Note that this is not the same as XP32's similarly named skeleton mod. You need Groovtama's mod, and you need to make sure nothing else overwrites the skeleton.
S.L.U.T.S. does add some sex content, but for the most part it relies on other mods. Recommended are Deviously Helpless and Defeat. SD+ and Death Alternative may also be useful.
Additionally,S.L.U.T.S. is designed to work with Simple Slavery and integration with Bathing In Skyrim is underway. Also planned is compatibility with Frostfall and Realistic Needs and Diseases.
Better Fast Travel works with SLUTS although currently only the vanilla drivers have jobs for you.
Complete Fast Travel Overhaul. This one removes all the stock carriage drivers and replaces them with clones. I plan on being able to work around that eventually, but it may take a little time.
dd_restrained: incompatible with recent versions DDi/DDx and causes problems if installed.
Optional Tat Pack:
The tat pack download is purely for the folks who want the tats but not the mod itself. (Usually for the dirty handprints, I find). If you have the mod, the tats are already included.
Various evolutions in the terms of service are planned, as well as a number of variant missions and side quests. Nothing major and all very modular. The missions are all started by ScriptEvents, so it shouldn't be too hard to write third party add-ons if anyone's interested.
A bridge for Simple Slavery is also in the works.
This mod is reasonably stable and shouldn't break your game. Nevertheless, we are messing around with the limits of what the CK can do here so:
KEEP A SAVE
ZaZ for the cart
darkconsole for working out how to tether it
Groovtama for the skeleton
Pikachu345, Content Consumer and ChocoTheRed for testing
Quick As You Like is a cross-country survival mod with elements of player slavery, and humiliation. It starts when the courier delivers a note inviting the player to discuss a business proposition and rapidly progresses to the PC being stripped, bound and left to cross Skyrim under somewhat adverse circumstance. Thereafter the player will be periodically required to run races under similar circumstances and against similarly handicapped opponents. The player can choose to co-operate with the process ... or not. There is a fair amount of backstory to the races, and a series of quests will allow the player to investigate and maybe find a way out of her predicament
The mod is WIP and currently on haitus. Only one run (the initial solo run) is fully implemented and the second quest currently ends abruptly leaving your character high and ... well "dry" probably isn't the right word to use by that stage. Keep a save.
There are also some deeply unpleasant tattoos that may or may not get inflicted on your character if you have Slavetats running. Actually, there's a pretty good chance they will get inflicted on your character. There's a chance they may not come off afterwards. You might want to keep a save. Just saying...
Alpha Software, WIP. Keep a save. Really. I'm not kidding.
3.0 Warning: The 126.96.36.199 release is very raw indeed. In fact it is pretty much guaranteed to leave your PC in an unplayable state. So just to reiterate: KEEP A SAVE!
Currently we have one run, a detailed conversation with an NPC and some interesting consequences. Next update should start the racing proper as well as introduce a couple more quests.
Death Alternative is not currently used by this mod. I may bring it back as an option at some point in the future
Should work well with Deviously Helpless, SD+ and Submit and/or Defeat. You may struggle if you have Frostfall on lethal or a vampire mod that involves sunlight damage. If you want demeaning and humiliating tattoos to be inflicted upon your toon then you need Slavetats 1.0 or greater. Note that Slavetats now requires JContainers, so you need that too.
Darkconsole's Pony Pack is also optional: if you have it, QAYL will make use of the boots. Like wise for Xinafay's High Heels. If you have that, it'll pick randomly between the ultra high heels and the pony boots.
It's been reported that there's a CTD conflict with the mod "More Bandit Camps".
Slavetats compatibility should be restored from 3.0 onwards.
UNP users may want to install ZaZ Doggie Belt UNP by zanith86.
Download the latest and install as usual. Tats are bundled with the main d/l but I can't put them in the BSA. If it asks you about overwriting, say "yes".
Future Plans involve races with penalties for losing and some NPCs including a trainer for the player. Also more routes, some variety in bondage gear and some special rules, like penalties for getting raped, or a whoring tour of the hold capitals. Probably. Time allowing. A Coldharbour Bedtime Story may also turn out to be relevant in some way.
Lastly, Have Fun!
This mod adds three spells:
Necrophilia will reanimate a dead actor for long enough for the PC to have sex with it. The actor reverts to being dead once the deed is done.
Ghost Sex will summon the dearly departed's shade for long enough for the PC to have sex with the ghost.
Zombie Paramour animates a weak but longer lasting zombie which can be commanded to have sex, be it with the player, or by itself. If the player has the Twin Souls perk, two zombies can be maintained allowing for zombie-zombie sex or three way with the player.
In both cases the sex scene starts automatically. The corpse is placed in the "receptive" role and the animations are aggressive.
The zombie talking had to be implemented using a talking activator. That means that like the Daedric Princes and the Auger of Dunlain you can't hurry the text up.
In general, be aware that this is alpha software. There will be bugs.