Fixed it by modifying NW_G0_Transition:
////////////////////////////////////////////////////////////
// OnClick/OnAreaTransitionClick
// NW_G0_Transition.nss
// Copyright (c) 2001 Bioware Corp.
////////////////////////////////////////////////////////////
// Created By: Sydney Tang
// Created On: 2001-10-26
// Description: This is the default script that is called
// if no OnClick script is specified for an
// Area Transition Trigger or
// if no OnAreaTransitionClick script is
// specified for a Door that has a LinkedTo
// Destination Type other than None.
////////////////////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: Apr 12th, 2008
//:: Added Support for Keeping mounts out of no mount areas
//::////////////////////////////////////////////////////////
#include "x3_inc_horse"
#include "x0_inc_henai"
#include "x0_i0_transport"
void main()
{
object oClicker=GetClickingObject();
object oTarget=GetTransitionTarget(OBJECT_SELF);
location lPreJump=HORSE_SupportGetMountLocation(oClicker,oClicker,0.0); // location before jump
int bAnim=GetLocalInt(OBJECT_SELF,"bDismountFast"); // community requested fast dismount for transitions if variable is not set (use X3_G0_Transition for animated)
int nN=1;
object oOb;
object oAreaHere=GetArea(oClicker);
object oAreaTarget=GetArea(oTarget);
object oHitch;
int bDelayedJump=FALSE;
int bNoMounts=FALSE;
float fX3_MOUNT_MULTIPLE=GetLocalFloat(GetArea(oClicker),"fX3_MOUNT_MULTIPLE");
float fX3_DISMOUNT_MULTIPLE=GetLocalFloat(GetArea(oClicker),"fX3_DISMOUNT_MULTIPLE");
if (GetLocalFloat(oClicker,"fX3_MOUNT_MULTIPLE")>fX3_MOUNT_MULTIPLE) fX3_MOUNT_MULTIPLE=GetLocalFloat(oClicker,"fX3_MOUNT_MULTIPLE");
if (fX3_MOUNT_MULTIPLE<=0.0) fX3_MOUNT_MULTIPLE=1.0;
if (GetLocalFloat(oClicker,"fX3_DISMOUNT_MULTIPLE")>0.0) fX3_DISMOUNT_MULTIPLE=GetLocalFloat(oClicker,"fX3_DISMOUNT_MULTIPLE");
if (fX3_DISMOUNT_MULTIPLE>0.0) fX3_MOUNT_MULTIPLE=fX3_DISMOUNT_MULTIPLE; // use dismount multiple instead of mount multiple
float fDelay=0.1*fX3_MOUNT_MULTIPLE;
//SendMessageToPC(oClicker,"nw_g0_transition");
if (!GetLocalInt(oAreaTarget,"X3_MOUNT_OK_EXCEPTION"))
{ // check for global restrictions
if (GetLocalInt(GetModule(),"X3_MOUNTS_EXTERNAL_ONLY")&&GetIsAreaInterior(oAreaTarget)) bNoMounts=TRUE;
else if (GetLocalInt(GetModule(),"X3_MOUNTS_NO_UNDERGROUND")&&!GetIsAreaAboveGround(oAreaTarget)) bNoMounts=TRUE;
} // check for global restrictions
if (GetLocalInt(oAreaTarget,"X3_NO_MOUNTING")||GetLocalInt(oAreaTarget,"X3_NO_HORSES")||bNoMounts)
{ // make sure all transitioning are not mounted
//SendMessageToPC(oClicker,"nw_g0_transition:No Mounting");
if (HorseGetIsMounted(oClicker))
{ // dismount clicker
bDelayedJump=TRUE;
AssignCommand(oClicker,HORSE_SupportDismountWrapper(bAnim,TRUE));
fDelay=fDelay+0.2*fX3_MOUNT_MULTIPLE;
} // dismount clicker
oOb=GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oClicker,nN);
while(GetIsObjectValid(oOb))
{ // check each associate to see if mounted
if (HorseGetIsMounted(oOb))
{ // dismount associate
bDelayedJump=TRUE;
DelayCommand(fDelay,AssignCommand(oOb,HORSE_SupportDismountWrapper(bAnim,TRUE)));
fDelay=fDelay+0.2*fX3_MOUNT_MULTIPLE;
} // dismount associate
nN++;
oOb=GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oClicker,nN);
} // check each associate to see if mounted
if (fDelay>0.1) SendMessageToPCByStrRef(oClicker,111989);
if (bDelayedJump)
{ // some of the party has/have been mounted, so delay the time to hitch
fDelay=fDelay+2.0*fX3_MOUNT_MULTIPLE; // non-animated dismount lasts 1.0+1.0=2.0 by default, so wait at least that!
if (bAnim) fDelay=fDelay+2.8*fX3_MOUNT_MULTIPLE; // animated dismount lasts (X3_ACTION_DELAY+HORSE_DISMOUNT_DURATION+1.0)*fX3_MOUNT_MULTIPLE=4.8 by default, so wait at least that!
} // some of the party has/have been mounted, so delay the time to hitch
} // make sure all transitioning are not mounted
if (GetLocalInt(oAreaTarget,"X3_NO_HORSES")||bNoMounts)
{ // make sure no horses/mounts follow the clicker to this area
//SendMessageToPC(oClicker,"nw_g0_transition:No Horses");
bDelayedJump=TRUE;
oHitch=GetNearestObjectByTag("X3_HITCHING_POST",oClicker);
DelayCommand(fDelay,HorseHitchHorses(oHitch,oClicker,lPreJump));
if (bAnim) fDelay=fDelay+1.8*fX3_MOUNT_MULTIPLE;
//fDelay=fDelay+0.5*fX3_MOUNT_MULTIPLE; // delays jump to transition, makes you stay longer before jump
} // make sure no horses/mounts follow the clicker to this area
//SendMessageToPC(oClicker,"nw_g0_transition:Jump fDelay="+FloatToString(fDelay));
SetAreaTransitionBMP(AREA_TRANSITION_RANDOM);
//if (GetArea(oTarget)!=GetArea(oClicker)) DelayCommand(fDelay,AssignCommand(oClicker,ForceJump(oClicker,oTarget,5.0)));
//else { DelayCommand(fDelay,AssignCommand(oClicker,ForceJump(oClicker,oTarget,5.0))); }
if (bDelayedJump)
{ // delayed jump
DelayCommand(fDelay,AssignCommand(oClicker,ClearAllActions()));
//DelayCommand(fDelay+0.05*fX3_MOUNT_MULTIPLE,AssignCommand(oClicker,ActionWait(X3_ACTION_DELAY/2*fX3_MOUNT_MULTIPLE)));
DelayCommand(fDelay+0.1*fX3_MOUNT_MULTIPLE,AssignCommand(oClicker,TransportToLocation(oClicker, GetLocation(oTarget))));
} // delayed jump
else
{ // quick jump
AssignCommand(oClicker,TransportToLocation(oClicker, GetLocation(oTarget)));
} // quick jump
DelayCommand(fDelay+4.0*fX3_MOUNT_MULTIPLE,HorseMoveAssociates(oClicker));
}