Yes, I've been doing a deeper test / bug crushing pass through the FWE modules, and I noticed the missing chems (weed, cocaine, polythepetsomethingorrather) were missing from the loot lists. Actually their entires were in the lists, but the FormID's must have been changed at somepoint so the list was retrunning an error. That's fixed.
I'll need to take a look at the syringes. To be honest, I never tried using them . . . so I'll give that a go and see what the deal is. My guess is it's the same issue with changed FormID's not getting updated in the needed references.
For future reference, don't do what I did starting out with making FWE, which was to use TESSnip to merge mods, and then manually change conflicting FormID's. Use FO3plugin's merge plugin tool instead =)
Also, work progresses on the next version of FWE. It's still a little ways out, so please bear with the bugs for the moment. The hope is that there will be two download options at the next release. One will have the usual FWE modules as it exists today, and the other will be a merged version of FWE, with a master/esp pair and just a couple of the optional plugins. Some optional plugins (like Primary Needs) will be integrated into the package, but a message box will apear asking if you wish to initialize Primary Needs or not. In the long run, this will make compatiblity easier and provide for less clutter in your load orders.
Cheers!
Thanks for the update on FWE, Mez!
The current version has no game breaking bugs, so don't worry and take your time.
Btw, I mentioned it before, but picking up the Medic Power Armor's manual didn't trigger Power Armor training for me. You might want to have a look at it, too.