I know this thread is old, and the chance of getting an answer is very slim, but this and an identical topic of the author on another forum (also without real answer) are the only ones that mention this problem.
It is the exact same: The transition to Market Triangle does not work. You can click on it, walk into it, but nothing works, limiting the whole game of MoW to the miniature first area essentially.(three already open houses can still be entered + the small sewer section)
I have tried to resolve this first by going into the toolset and then trying to edit that transition point. It seems that MoW uses transition by click now, where earlier parts have only used the walk-into method. I tried to fix it, as I assume the "OpenMap()" function in the click method is actually broken for some reason, but sadly it didn't work out. My changes are for some reason not even reflected in the game.(tested by adjusting the tooltip name of the transition node, which did not show up ingame)
So the second measure I took was to search for a console command that would allow to go to world map. Since non-working transitions are a common problem in the whole Neverwinter thing (e.g.: Could not go back to dock district after dark alley episode in official campaign; or could not leave the sunken flaggon for an entire act without teleport command), you would think that there would be some sort of uniform teleport "switch-out" command already. But nope, there is none. The only way to do it would be writing down all potential target location codes, and then do "rs x y loc", which is too much, and would spoiler me a lot.
So I ask, is there any way in which this can be fixed humanly? I tried by myself, and I fixed many other issues I had before by myself, but with this here I am finally lost. The whole transition mechanic of this expansion is just not there. What can I possibly do?