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it is only a issue if you try to do the quest related to it, too early in a run. But i do agree, it is broken to the point they should not let you start it until certain conditions are met first.
I do not have that CC content, but every CC item I do have, has worked flawlessly.
First, you need to identify the id of the quest "Tunnel Snakes Rule!". There's two ways to go about this:
- Console command: You can try using the following command:
help "ccRZRFO4001_MainQuest" 4 qust
The ID will be xx000E6B, where xx will be specific to your load order (but probably 07).
- Wrye Bash: Load up Wrye Bash and look for the file "ccrzrfo4001-tunnelsnakes.esm" (yes, for some reason the Tunnel Snakes CC mod uses an ESM when it REALLY DOESN'T NEED TO, which might be part of why it's so broken) and take note of its index. It will probably be 07, but YMMV depending on your installed mods and load order sorting. Whatever your index is, that will go into the xx of xx000E6B to give you the quest's ID.
Next, confirm that you do not have the quest started in any way. This is done by running the following command:Thank you for the help!
Skipping initial parts of quests like 'listen to the radio signal' will often enough not break the quest but auto-update your progress once you are far enough in.
The entrance is in the Garage building that is in between loactions Hangmans Alley and the path to Vault 81. Inside there is some bloatflies taking residence in a train wreck, some radroaches and there shall be a new door that leads to the Tunnel Snake Location. Once there and you find a radio you should be set.
But i must agree that you seem to have some third party mod issue that stops Tunnel Snake from Starting up. And the Tunnel snake itself most times break the early Sanctuary / Concord questline. If that is the case those will revert to normal once Tunnel snake is completed.
I still find it astonishing they did not include that essential feature in the CC manager.