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The DLC might not even be turned on in the data files, idk.
If you had to open the bunker with commands when something's wrong in the first place.
You had the wherewithal to use the console to open the door, so I dunno why you don't just use the console to start the quest.
You're going to need to start the quest via the console then.
Mods or no?
mods. here's what's in my modloader (using Mod Organizer v2.4.2):JIP LN NVSE plugin, Johnny guitar NVSE, YUP - base game and all DLC, Stewie tweaks, StewieINI, NVTF, NVAC - new vegas anti crash FNModLimitFIx, Dead Money Stealth Fix
check the plugins section of your manager had an issue were my dlc was suddenly disabled could be the same for you
But also don't use FOMM. MO2.
No. FOMM is half a decade out of date. Even the people who made FOMM have recommended against using it. The most recent fork hasn't even been updated in 3 years, and the author of that fork has dropped support and recommended users change to a modern mod manager.
MO2 is fully modern and allows totally non-destructive modding of the game - that means a full ability to snap back to any point instantly, easy and instant switching between modded setups, and no danger if you accidentally validate files. It also has full previewing for texture overwrites, full built-in support for xLODGen, xEdit, and every other more advanced tool you might want in future.
FOMM should no longer be used, any more than NMM should be used.