diff --git a/documentation/missionmaker/modules.md b/documentation/missionmaker/modules.md
index 186e99ece4..fc454df4f9 100644
--- a/documentation/missionmaker/modules.md
+++ b/documentation/missionmaker/modules.md
@@ -6,11 +6,7 @@ order: 5
parent: wiki
---
-
-**THIS PAGE IS NOT UP2DATE.**
-
-
-## 1. Modules
+## 1. ACE
### 1.1 Advanced Ballistics
*Part of: ace_advanced_ballistics*
@@ -18,49 +14,58 @@ This module allows to enable advanced external- and internal ballistics.
**Settings:**
-1. **Advanced Ballistics (Boolean)
**
+1. **Advanced Ballistics (Boolean)**
Enables advanced ballistics.
`Default value: No`
-2. **Always Enabled For Snipers (Boolean)
**
+2. **Always Enabled For Snipers (Boolean)**
Always enables advanced ballistics when high power optics are used.
`Default value: Yes`
-3. **Disabled In FullAuto Mode (Boolean)
**
+3. **Disabled In FullAuto Mode (Boolean)**
Disables the advanced ballistics during full auto fire.
`Default value: No`
-4. **Disabled For Non Local Players (Boolean)
**
+4. **Disabled For Non Local Players (Boolean)**
Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer).
`Default value: Yes`
-5. **Enable Ammo Temperature Simulation (Boolean)
**
+5. **Enable Ammo Temperature Simulation (Boolean)**
Muzzle velocity varies with ammo temperature.
`Default value: Yes`
-6. **Enable Barrel Length Simulation (Boolean)
**
+6. **Enable Barrel Length Simulation (Boolean)**
Muzzle velocity varies with barrel length.
`Default value: Yes`
-7. **Enable Bullet Trace Effect (Boolean)
**
+7. **Enable Bullet Trace Effect (Boolean)**
Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics).
-8. **Simulation Interval (Number)
**
+8. **Simulation Interval (Number)**
Defines the interval between every calculation step.
`Default value: 0.05`
-9. **Simulation Radius (Number)
**
+9. **Simulation Radius (Number)**
Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles.
`Default value: 3000`
-### 1.2 BlueForceTracking
+### 1.2 Allow Config Export
+*Part of: ace_Optionmenu*
+
+This modules allows to export all current ACE settings from the ACE Option menu to the clipboard and RPT file.
+
+1. **Allow (Boolean)**
+Enables the "export" button in the ACE Option menu
+`Default value: Yes`
+
+### 1.3 BlueForceTracking
*Part of: ace_map*
-When adding the "BlueForceTracking" module to your mission it adds map markers to every group on the players side and refreshes them in certain configurable interval (in seconds). The module takes the group type into account and uses the proper NATO icon for each marker.
+When adding the "Blue Force Tracking" module to your mission it adds map markers to every group on the players side and refreshes them in certain configurable interval (in seconds). The module takes the group type into account and uses the proper NATO icon for each marker.
**Settings:**
-1. **Interval (Number)
**
+1. **Interval (Number)**
How often the markers should be refreshed (in seconds).
-`Default value: 5`
-2. **Hide AI Groups (Boolean)
**
+`Default value: 1`
+2. **Hide AI Groups (Boolean)**
Hide markers for "AI only" groups.
`Default value: No`
-### 1.3 Check PBOs
-*Part of: ace_core*
+### 1.4 Check PBOs
+*Part of: ace_common*
If you are worried that players haven't updated ACE or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE or an other mod:
@@ -70,217 +75,449 @@ If you are worried that players haven't updated ACE or other mods to the version
**Settings:**
-1. **Action (Option)
**
+1. **Action (Option)**
What to do with people who do not have the right PBOs.
`Default value: "Warn once"`
-2. **Check all addons (Boolean)
**
+2. **Check all addons (Boolean)**
Check all addons instead of only those of ACE?
`Default value: "No"`
-3. **Whitelist
**
+3. **Whitelist**
You can make a whitelist of addons that don't have to be on the server. If you want to use the "Check all addons" option of this module and allow the usage of client side modifications like Blastcore or JSRS, you have to list them here.
The list must be in the following format: `["ADDON1","ADDON2",...]` where the addons are CfgPatches references to all PBOs of the optional mod. To figure these out, you can use the scripting command `activatedAddons` in the editor while those mods are enabled.
Example 1: @Blastcore-A3:
-```sqf
+```js
["warfxpe","blastcore_vep"]
```
+
Example 2: @JSRS:
-```sqf
+```js
[TBD]
-```
+```
+
Example 3: @JSRS + @Blastcore-A3:
-```sqf
+```js
[TBD, "warfxpe","blastcore_vep"]
```
-### 1.4 Explosive System
+
+### 1.5 Explosive System
*Part of: ace_explosive*
The "Explosive System" module lets you tweak the settings for the new explosive system that ACE introduces.
**Settings:**
-1. **Require explosive specialists? (Boolean)
**
+1. **Require specialists? (Boolean)**
Require explosive specialists to disable explosives.
`Default value: No`
-2. **Punish non-specialists? (Boolean)
**
+2. **Punish non-specialists? (Boolean)**
Increase the time it takes to complete actions for non-specialists.
`Default value: Yes`
-### 1.5 Fatigue System (deprecated)
-**Warning:**
-*This module is deprecated and only in there not to break older missions that have used this module. It will be removed in a future update. It serves no purpose.*
### 1.6 Friendly Fire Messages
*Part of: ace_respawn*
The "Friendly Fire Messages" module triggers a message when a player kills a friendly or civilian unit. This module isn't needed on servers with a low difficulty setting.
-### 1.7 Interaction
+
+### 1.7 Hearing
+*Part of: ace_hearing*
+
+Placing this modules allows you to disable combat deafness usually triggerd by loud explosions or heavy weapons in a players proximity.
+
+**Settings:**
+
+1. **Enable combat deafness? (Boolean)***
+Enable combat deafness?
+`Default value: Yes`
+
+
+### 1.8 Interaction System
*Part of: ace_interaction*
+This module allows you to tweak if players should be able to use team management functions (e.g. "switch group", "become leader").
+
+**Settings:**
+
+1. **Enable Team Management (Boolean)**
+Should players be allowed to use the Team Management Menu?.
+`Default value: Yes`
+
+### 1.9 Make Unit Surrender
+*Part of: ace_captives*
+
+Syncing units to that module sets them in the captive state with their arms behind their back. Usefull for e.g. hostage rescue missions.
+
+
+### 1.10 Map
+*Part of: ace_map*
+
+ACE3 introdcues a bit more realism for the vanilla Arma 3 map and how it behaves. Some of these settings can be toggled by this module.
+
+**Settings:**
+
+1. **Map illumination? (Boolean)**
+Calculate dynamic map illumination based on light conditions?.
+`Default value: Yes`
+2. **Map shake? (Boolean)**
+Make map shake when walking?.
+`Default value: Yes`
+3. **Limit map zoom? (Boolean)**
+Limit the amount of zoom available for the map?.
+`Default value: No`
+4. **Show cursor coordinates? (Boolean)**
+Show the grid coordinates on the mouse pointer?.
+`Default value: No`
+
+
+### 1.11 MicroDAGR Map Fill
+*Part of: ace_microdagr*
+
+Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.
+
+**Settings:**
+
+1. **MicroDAGR Map Fill (Option)**
+How much map data is filled on MicroDAGR's.
+`Default value: "Full Satellite + Buildings"`
+
+
+### 1.12 MK6 Settings
+*Part of: ace_mk6mortar*
+
+ACE3 now includes the first iteration of getting a less arcady point and click mortar experience.
+Placing this modules allows you to enable the increased realism in game.
+
+**Settings:**
+
+1. **Air Resistance (Boolean)**
+For Player Shots, Model Air Resistance and Wind Effects.
+`Default value: Yes`
+2. **Allow MK6 Computer (Boolean)**
+Show the Computer and Rangefinder (these **NEED** to be removed if you enable air resistance).
+`Default value: No`
+3. **Allow MK6 Compass (Boolean)**
+Show the MK6 Digital Compass.
+`Default value: Yes`
+
+### 1.13 Name Tags
+*Part of: ace_nametags*
+
This module allows you to tweak the settings for player names tags.
**Settings:**
-1. **Player Names View Distance (Number)
**
-Sets the distance (in meters) at which player name tags become visible.
+1. **Player Names View Distance (Number)**
+Distance (in meters) at which player names are shown.
`Default value: 5`
-
-### 1.8 Medical System
-*Part of: ace_medical*
-
-When using the medical system ACE offers you probably want to fine tune some aspects of the wounding, healing or gameplay mechanics and fit them to your needs. The "Medical System" module offers a lot of settings to do just that.
-
-**Settings:**
-
-1. **Bleeding Speed Coefficient (Number)
**
-Multiplier for the rate of bleeding.
-`Default value: 1`
-2. **Pain Effect Coefficient (Number)
**
-Multiplier for the intensity of the pain effect (chromatic abberation).
-`Default value: 1`
-3. **Max Unconscious Time (Number)
**
-Maximum time (in seconds) for a unit to be unconscious before dying. -1 disables this.
-`Default value: -1`
-4. **Allow non-medics? (Boolean)
**
-This setting is used to allow non-medics to use epipens and bloodbags.
-`Default value: No`
-5. **Punish non-medics? (Boolean)
**
-Increase the time it takes to complete actions for non-medics.
-`Default value: Yes`
-6. **Require diagnosis? (Boolean)
**
-Require an unconscious patient to be diagnosed before allowing treatment.
-`Default value: No`
-7. **Prevent instant death? (Boolean)
**
-Prevent instant death and always put players in unconscious state instead.
-`Default value: No`
-8. **Prevent death while unconscious? (Boolean)
**
-Make unconscious units invulnerable.
-`Default value: No`
-9. **Single Bandage (Boolean)
**
-Use one bandage to heal the entire body.
-`Default value: No`
-10. **Unconscious can chat? (Boolean)
**
-Allow all players to use chat while unconcious? Admin can always use the chat regardless.
+2. **Show name tags for AI? (Option)**
+Show the name and rank tags for friendly AI units, or by default allows players to choose it on their own.
+`Default value: "Do Not Force"`
+3. **Show crew info? (Option)**
+Show vehicle crew info, or by default allows players to choose it on their own.
+`Default value: "Do Not Force"`
+4. **Show for Vehicles? (Boolean)**
+Show cursor NameTag for vehicle commander (only if client has name tags enabled).
`Default value: No`
-### 1.9 Rallypoint System
+
+### 1.14 Rallypoint System
*Part of: ace_respawn*
-This module was introduced with 0.94 and enables Mission Makers to specificly enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.
+This module enables Mission Makers to specificly enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.
-**Note:**
-It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework. To enable JIP players to move rally points have a look at [3.1 ACE Rallypoints](#31-ace-rallypoints).
+
It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework.
+Wind Deflection doesn't work in combination with Advanced Ballistics. If the Advanced Ballistics module is placed Wind deflection will exit and won't trigger.
+