I don't see anything in code at first sight that would prevent this event from being thrown in GM mode.

What we did do, was disable all of the Origins mod scripting in GM mode, because many things broke if you had a mod that depended on Origins and that was subsequently used in GM mode. So if a mod relied on Origins story code while used in GM mode, then it will probably have to copy the relevant Origins story code directly into that mod to restore the related functionality.