Without a compatibility file for every mod, and every radio mod needing to do something 99% of them did not, it's next to impossible. The reason is because the radio station is tied into the base form of the activator object. It can't be changed via script, they have to be hard set in the editor.
Now, this wouldn't be too bad, if every radio mod had made a placeable radio activator for their stations, but most of them don't. So the only other option is to make either an edit to the mod to add one, releasing all new plugins for every radio station, or to make a new file for each station mod that adds one in. Neither of which is practical.
I actually came up with a solution that... sort of works. NPCs can be radios, like the eyebots, and there are script functions to make them change their radio station. In my radio hotkeys mod I went through and actually implemented a system to do this. However, it has quite a few issues. For one, the NPC radio has to be forced to change via script, and resets when you leave the cell. Second, I couldn't get it to not play static even when turned off. And third, getting the switched station to play immediately required starting a new radio conversation, which will interrupt things if you're listening via pipboy or another nearby radio is tuned already. Then I got distracted and left the mod for a while, discouraged at those issues. I still plan on revisiting it sometime this summer and hopefully sorting the issues, but I don't know if I'll be able to.