diff --git a/addons/vehiclelock/readme.md b/addons/vehiclelock/readme.md
index dc013145aa..64ae01a99c 100644
--- a/addons/vehiclelock/readme.md
+++ b/addons/vehiclelock/readme.md
@@ -31,7 +31,7 @@ Two key modes (can be used together):
* `ACE_vehicleLock_lockpickStrength` - NUMBER: secons, determines how long lockpicking with take, overrides ACE_VehicleLock_DefaultLockpickStrength
#### Public Functions:
-`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_magazine_customKey` to bob and program it to work on car1
+`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_key_customKeyMagazine` to bob and program it to work on car1
## Maintainers
diff --git a/documentation/feature/vehiclelock.md b/documentation/feature/vehiclelock.md
index 5431dc1624..5cea00534d 100644
--- a/documentation/feature/vehiclelock.md
+++ b/documentation/feature/vehiclelock.md
@@ -1,26 +1,29 @@
---
layout: wiki
title: Vehicle Lock
-description:
+description: The Vehiclelock module enables locking vehicles and their inventory
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+ACE Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key.
-### Sub-feature 2
-Short description of sub-feature 2.
+### 1.1 Key modes
+The mission maker can choose one or both methods:
+- Side based keys - A key is responsible for locking and unlocking every vehicle specific to a side (BLUFOR, OPFOR, INDEP or Civilian).
+- Custom keys - A key is responsible for locking and unclocking only one specific vehicle, determined by the mission maker.
+
+### 1.2 Lock picking
+It is possible to pick a lock of a locked vehicle.
-## Usage
+## 2. Usage
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
-## Dependencies
+## 3. Dependencies
`ace_interaction`
diff --git a/documentation/missionmaker/modules.md b/documentation/missionmaker/modules.md
index 2d7a7d80c1..dcba720c6b 100644
--- a/documentation/missionmaker/modules.md
+++ b/documentation/missionmaker/modules.md
@@ -280,8 +280,10 @@ The safe zone around players from a different team (in meters)
### 1.17 Vehicle Lock
*Part of: ace_vehiclelock*
+These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically; for key names, see [Classnames Wiki](http://ace3mod.com/wiki/missionmaker/classnames.html#vehicle-lock).
+
#### 1.17.1 Vehicle Key Assign
-Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
+Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
#### 1.17.2 Vehicle Lock Setup
Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
@@ -298,6 +300,13 @@ Set lock state for all vehicles (removes ambiguous lock states)
Default Time to lockpick (in seconds)
`Default value: 10`
+#### 1.17.3 Vehicle setVariables:
+* `ACE_VehicleLock_lockSide` - SIDE: overrides a vehicle's side, allowing locking and unlocking using a different side's key. For example: Unlocking INDEP vehicles with a BLUFOR key.
+* `ACE_vehicleLock_lockpickStrength` - NUMBER: seconds, determines how long lockpicking with take, overrides the value set in the module for a specific vehicle of the mission maker's choice.
+
+#### 1.17.4 Public functions:
+Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
+
### 1.18 Weather
*Part of: ace_weather*