Melee Weapons

General

 * Synth Blade: Can now be colored black or white just like the other institute weapons
 * Micro Sledge: Can now be reverse engineered and crafted
 * Pipe Wrench: Can now be reverse engineered and crafted
 * Knuckles: Can now be reverse engineered and crafted
 * Lead Pipe: Can now be reverse engineered and crafted
 * Most mods that required Science now require Science Skill instead
 * The Combat Knife's stealth blade mod now requires Blacksmith and Stealth Skill
 * The Machete Glaive now has tape on the grip, and the blade can become bloody
 * The Handmade Axe's blade can now become bloody
 * The Board is properly categorized as a 2h weapon now
 * can now be scrapped using the Field Kit
 * have different icons for 1h blunt, 1h bladed, 2h blunt, 2h bladed, and unarmed
 * sort below ranged weapons

Equipping Requirements
NOTE: This may not work on weapons you already have in an existing save game until you drop the weapon on the ground and pick it back up
 * Equipping large melee weapons require a certain base strength now
 * Temporarily buffed strength does NOT allow you to meet the requirements
 * Temporary debuffs shouldn't effect your ability to equip weapons
 * Being in Power Armor will bypass any strength requirement on weapons
 * Exiting Power Armor will unequip the weapon if you lack the strength

Strength
NOTE: The list is incomplete.
 * (0) Most weapons, MicroSledge,
 * (4) Shishkebab, Katana, Sledgehammer,
 * (5) Scythe, Thermic Lance, Power Fist, Robot Mace, Pipe Mace,
 * (6) Grognak Axe
 * (7) Machete Glaive
 * (8) Super Sledge, Handmade Axe, Skull Pike
 * (9) Killamajig, Broadsider, Improvised War Club

Skills / Perks / Specialization

 * Melee Combat/Weapons (Skill)
 * Ninja (Perk)
 * Marauder (Specialization)

Sharpened
Machete Glaive / Handmade Axe / Synth Blade / Katana
 * These new melee upgrades are cheap and based on skill rather than materials
 * These mods cannot be transfered to other weapons
 * The base damage was slightly adjusted on these weapons

Hardened
Micro Sledge / Organ Pipe, Water Pipe
 * These new melee upgrades are cheap and based on skill rather than materials
 * These mods cannot be transfered to other weapons
 * The base damage was slightly adjusted on these weapons

Enhanced
Thermic Lance / Killamajig / Skull Pike / Improvised Mace / Improvised War Club
 * These new melee upgrades are cheap and based on skill rather than materials
 * These mods cannot be transfered to other weapons
 * The base damage was slightly adjusted on these weapons

Material
Cosmetical Feature available for the Wakizashi and Katana.

Poison Upgrades
Most melee weapons now have an additional mod slot for applying poisons.
 * Poisons are permanent once crafted
 * Most poisons require the rare mutated animal ingredients
 * Poisons come in 3 flavors right now: Poisoned, Irradiated, and Poisoned+Irradiated
 * Each type of poison has 3 levels of upgrades each
 * Each upgrade requires specific skills

Poison
Coats the Weapon in poison.

Poison and Irradiated
Coats the Weapon in poison, and irradiates it.

Irradiated
Irradiates the weapon, adding radiation.

Condition (Repair Cost)
NOTE: - Components required for repairing are mostly the same - Repair a "damaged" weapon first to gain higher Damage, its in most cases cheaper than crafting Items/Weapon Mods - Repairing Costs differ and cover either and/or Engineering, Metalworking, Science Skill

Metalworking 20 / Engineering 50

 * Power Fist
 * Shishkebab

Metalworking 50

 * Baseball Bat
 * Bladed Polearm
 * Board
 * Combat Knife
 * Handmade Axe
 * Hoe
 * Katana
 * Knuckles
 * Machete
 * Machete Glaive
 * Mop
 * Organ Pipe
 * Pipe Wrench
 * Plunger
 * Shovel
 * Sledgehammer
 * Spatula
 * Tire Iron
 * Wakizashi
 * Walking Cane
 * Water Pipe
 * Copper Pipe
 * Revolutionary Sword
 * Pool Cue
 * Killamajig
 * Switchblade

Science 40 / Engineering 40

 * Baton Security
 * Improvised Mace
 * Micro Sledge
 * Pipe Mace
 * Thermic Lance