Henchmen won't move when entering new region

As described in the title. I’m using this conversation: Extended Henchman Dialog | The Neverwinter Vault. It works perfectly where the henchmen is located but when entering a new region the henchman stands still. They will attack if enemies come close. Knowing my luck, it’s a simple fix LOL

Thanks in advance

Is there any response if you issue the “Follow” command?
Did you change the distance setting?

-------------------------- edit
Do we talk about a new “region” of the same area or about a jump into a different area?

I used, Lilac Soul’s Script Generator

/* 
 *  Script generated by LS Script Generator, v.TK.0
 *
 *  For download info, please visit:
 *  http://nwvault.ign.com/View.php?view=Other.Detail&id=1502
 */
// Put this under "Actions Taken" in the conversation editor.


// Clears all actions and jumps the caller to the provided object.
// (Useful when this needs to be delayed.)
void ClearAndJumpToObject(object oDestination);
void ClearAndJumpToObject(object oDestination)
{ 
    ClearAllActions();
    JumpToObject(oDestination);
}


void main()
{
    int nHench;
    object oHench;
    effect eVFX;
    object oTarget;

    // Get the PC who is in this conversation.
    object oPC = GetPCSpeaker();

    // Find the location to which to teleport.
    oTarget = GetWaypointByTag("WP__");

    // Teleport the PC.
    eVFX = EffectVisualEffect(VFX_IMP_UNSUMMON);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC);
    DelayCommand(3.0, AssignCommand(oPC, ClearAndJumpToObject(oTarget)));

    // Also teleport associates (but no visual effect for them).
    oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));

    // Support for multiple henchmen (includes horses).
    nHench = 1;
    oHench = GetHenchman(oPC, 1);
    while ( oHench != OBJECT_INVALID )
    {
        DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
        // Next henchman.
        oHench = GetHenchman(oPC, ++nHench);
    }
}