Do you have it back as a quest script? It's probably not going to work if it's in the stimpack as they get added to and removed when consumed right from the inventory (which is not reliable for scripts).
Yes, they're both Quest scripts.
Edit: Also, on the first script you have it set to only run if you have the pipboy stat screen up (thats what 1003 is, the stats screen). That should really be a GameMode block on a quest script.
No, that menu is where I want to have it run. The messages should only come up if I'm trying to heal my limbs, not if I'm just using the Stimpak. I can still heal my general health if I'm in combat, just not my limbs, and the game already gives me a full health message if I try to use it other than for healing my limbs. So that script only needs to run in the Stats menu, nowhere else. The other script needs to be able to run in both menu and game mode, since sometimes I use those items while in the game world, and other times through the Pipboy menu.
For the second script, "player.ModWeaponHealthPerc -100" is damaging his current weapon (drawn or not), not the first aid kit. For that to affect the first aid kit, the kit must be of type:weapon, and also equipped IN PLACE OF the current gun or whatever.
The first aid kit, or Medic Kit actually, is a weapon and it is equipped. I've created an item based on a weapon type that accounts for 50% of my healing potential, using the GetEquipped FirstAidKit condition on my Stimpaks. Since it is a weapon, I can't shoot and get the full benefit of my Stimpaks at the same time. The 50% healing that the Kit allows also does not kick in during combat, I have to wait until after the battle to get the full benefit. So that script as I have it will insure that only the Medic Kit that is equipped gets damaged by using Stimpaks, not any others that may be in my inventory. I've included a repair list using all the medical clutter and other Medic Kits to repair it if gets too low. If I can get this to work, I might even toss in reduced healing potential depending on the repair state of the Kit.