--- impasylum\setup-impasylum.tp2	Sat Apr 06 17:58:02 2013
+++ C:\BWP Patchstudio\patched files\impasylum\setup-impasylum.tp2	Sun Oct 30 16:54:37 2016
@@ -16,7 +16,7 @@
 
 README ~impasylum/readme-impasylum.htm~
 
-VERSION ~v101~
+VERSION ~v101 BWP Fix~
 
 LANGUAGE ~English~ ~English~ ~impasylum/English/setup.tra~
 LANGUAGE ~French~ ~French~ ~impasylum/English/setup.tra~ ~impasylum/French/setup.tra~
@@ -254,6 +254,447 @@
 
 // I hate having to change the areas this way, but there doesn't seem to be any way around it.
 COPY ~impasylum/Areas~ ~override~ // Exactly the same as the original areas, but with certain creatures swapped around.  Namely, made resting more difficult.
+
+COPY_EXISTING ~AR1513.ARE~ ~override/AR1513.ARE~
+  PATCH_IF (SOURCE_SIZE > 0x11b) THEN BEGIN
+
+     FOR ( i = SHORT_AT 0x64; i; --i ) BEGIN
+    LAUNCH_PATCH_FUNCTION ~fj_are_structure~
+      INT_VAR
+         fj_delete_mode = i -1
+      STR_VAR
+         fj_structure_type = spawn
+    END
+  END
+
+    LAUNCH_PATCH_FUNCTION ~fj_are_structure~
+      INT_VAR
+         fj_cre_strref0 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref1 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref2 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref3 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref4 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref5 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref6 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref7 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref8 = RESOLVE_STR_REF (#10134)
+         fj_cre_strref9 = RESOLVE_STR_REF (#10134)
+      STR_VAR
+         fj_structure_type =  ~interrupts~
+         fj_cre_resref0 = AR18SKEL
+         fj_cre_resref1 = AR18MAGE
+         fj_cre_resref2 = GRSKEL1
+         fj_cre_resref3 = GRSKEL1
+         fj_spawn_num = 4
+         fj_difficulty = 1
+         fj_duration = 1
+         fj_wander_distance = 1
+         fj_mvmt_distance = 1
+         fj_max_num = 10
+         fj_enable = 1
+         fj_day_prob = 10
+         fj_night_prob = 10
+    END
+  END
+BUT_ONLY_IF_IT_CHANGES
+
+COPY_EXISTING ~AR1514.ARE~ ~override/AR1514.ARE~
+  PATCH_IF (SOURCE_SIZE > 0x11b) THEN BEGIN
+//    LAUNCH_PATCH_FUNCTION DELETE_AREA_ACTOR
+//      STR_VAR
+//         resref_to_delete = ~icmin01~
+//    END
+
+  FOR ( i = SHORT_AT 0x58; i; --i ) BEGIN
+    LAUNCH_PATCH_FUNCTION ~fj_are_structure~
+      INT_VAR
+         fj_delete_mode = i -1
+      STR_VAR
+         fj_structure_type = actor
+    END
+  END
+
+     FOR ( i = SHORT_AT 0x64; i; --i ) BEGIN
+    LAUNCH_PATCH_FUNCTION ~fj_are_structure~
+      INT_VAR
+         fj_delete_mode = i -1
+      STR_VAR
+         fj_structure_type = spawn
+    END
+  END
+
+    LAUNCH_PATCH_FUNCTION ~fj_are_structure~
+      INT_VAR
+         fj_loc_x = 2079
+         fj_loc_y = 400
+         fj_spawn_num = 1
+         fj_difficulty = 2
+         fj_delay = 1
+         fj_method = 1
+         fj_duration = 1000
+         fj_wander_dist_spawn = 1000
+         fj_mvmt_dist_spawn = 1000
+         fj_max_num = 6
+         fj_enable = 1
+         fj_day_prob = 100
+         fj_night_prob = 100
+      STR_VAR
+         fj_structure_type = spawn
+         fj_name = ~Spawn Point 2~
+         fj_cre_resref0 = ~rdwere~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1839
+         fj_loc_y = 449
+         fj_dest_x = 1839
+         fj_dest_y = 449
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Djinni~
+         fj_cre_resref = ~ppdjinn2~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2383
+         fj_loc_y = 757
+         fj_dest_x = 2383
+         fj_dest_y = 757
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Gauth~
+         fj_cre_resref = ~behgau01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2533
+         fj_loc_y = 467
+         fj_dest_x = 2533
+         fj_dest_y = 467
+//         fj_animation =
+         fj_orientation = 14 //SE
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Iron Golem~
+         fj_cre_resref = ~ppiron~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2461
+         fj_loc_y = 433
+         fj_dest_x = 2461
+         fj_dest_y = 433
+//         fj_animation =
+         fj_orientation = 14 //SE
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Iron Golem~
+         fj_cre_resref = ~ppiron~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2394
+         fj_loc_y = 372
+         fj_dest_x = 2494
+         fj_dest_y = 372
+//         fj_animation =
+         fj_orientation = 14 //SE
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Iron Golem~
+         fj_cre_resref = ~ppiron~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1431
+         fj_loc_y = 179
+         fj_dest_x = 1431
+         fj_dest_y = 179
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Mind Flayer~
+         fj_cre_resref = ~ppmind01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2144
+         fj_loc_y = 1892
+         fj_dest_x = 2144
+         fj_dest_y = 1892
+//         fj_animation =
+         fj_orientation = 10 //NE
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2258
+         fj_loc_y = 1938
+         fj_dest_x = 2258
+         fj_dest_y = 1938
+//         fj_animation =
+         fj_orientation = 8 //N
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2172
+         fj_loc_y = 1968
+         fj_dest_x = 2172
+         fj_dest_y = 1968
+//         fj_animation =
+         fj_orientation = 8 //N
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2057
+         fj_loc_y = 1883
+         fj_dest_x = 2057
+         fj_dest_y = 1883
+//         fj_animation =
+         fj_orientation = 10 //NE
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 822
+         fj_loc_y = 1694
+         fj_dest_x = 822
+         fj_dest_y = 1694
+//         fj_animation =
+         fj_orientation = 8 //N
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 687
+         fj_loc_y = 1678
+         fj_dest_x = 687
+         fj_dest_y = 1678
+//         fj_animation =
+         fj_orientation = 8 //N
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 996
+         fj_loc_y = 1544
+         fj_dest_x = 996
+         fj_dest_y = 1544
+//         fj_animation =
+         fj_orientation = 4 //W
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 867
+         fj_loc_y = 1488
+         fj_dest_x = 867
+         fj_dest_y = 1488
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Ogre~
+         fj_cre_resref = ~icmin01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1935
+         fj_loc_y = 670
+         fj_dest_x = 1935
+         fj_dest_y = 670
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Stone Golem~
+         fj_cre_resref = ~golsto01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1595
+         fj_loc_y = 256
+         fj_dest_x = 1595
+         fj_dest_y = 256
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Troll~
+         fj_cre_resref = ~r#troll~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 427
+         fj_loc_y = 934
+         fj_dest_x = 427
+         fj_dest_y = 934
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Troll~
+         fj_cre_resref = ~r#troll~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 378
+         fj_loc_y = 967
+         fj_dest_x = 378
+         fj_dest_y = 967
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Troll~
+         fj_cre_resref = ~r#troll~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 481
+         fj_loc_y = 991
+         fj_dest_x = 481
+         fj_dest_y = 991
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Troll~
+         fj_cre_resref = ~r#troll~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 318
+         fj_loc_y = 1011
+         fj_dest_x = 318
+         fj_dest_y = 1011
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Troll~
+         fj_cre_resref = ~r#troll~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1323
+         fj_loc_y = 1869
+         fj_dest_x = 1323
+         fj_dest_y = 1869
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Troll~
+         fj_cre_resref = ~r#troll~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1397
+         fj_loc_y = 1816
+         fj_dest_x = 1397
+         fj_dest_y = 1816
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Troll~
+         fj_cre_resref = ~r#troll~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1724
+         fj_loc_y = 356
+         fj_dest_x = 1724
+         fj_dest_y = 356
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~Umber Hulk~
+         fj_cre_resref = ~ppumb02~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 2078
+         fj_loc_y = 1374
+         fj_dest_x = 2078
+         fj_dest_y = 1374
+//         fj_animation =
+         fj_orientation = 6 //NW
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~vam1514a~
+         fj_cre_resref = ~vamold01~
+    END
+
+    LAUNCH_PATCH_FUNCTION fj_are_structure
+      INT_VAR
+         fj_loc_x = 1999
+         fj_loc_y = 1181
+         fj_dest_x = 1999
+         fj_dest_y = 1181
+//         fj_animation =
+         fj_orientation = 0 //S
+      STR_VAR
+         fj_structure_type = actor
+         fj_name = ~vam1514b~
+         fj_cre_resref = ~vammat01~
+    END
+  END
+BUT_ONLY_IF_IT_CHANGES
 
 // We want to hear the new sounds, don't we?
 COPY ~impasylum/sounds~ ~override~
