I just did some testing. I'm using the 5CD + TotSC version, and it seems that it is the spacing that's causing the problems. After removing the 2 spaces, the 2 books did appear.
Could it be that BGT doesn't care about the spacing, while BG does?
Here is my area script for reference (before removing spaces). I've highlighted the 2 instances where I removed spaces
IF
Global("DurlagLevel2","GLOBAL",1)
OpenState("DOOR15",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR15")
END
IF
Global("DOPDUR1","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("DOPDUR1","GLOBAL",2)
CloseDoor("DOOR01")
PlaySound("AMB_D04A")
END
IF
Global("DOPDUR2","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("DOPDUR2","GLOBAL",2)
CloseDoor("DOOR02")
PlaySound("AMB_D04A")
END
IF
Global("DOPDUR3","GLOBAL",1)
THEN
RESPONSE #100
OpenDoor("DOOR08")
OpenDoor("DOOR09")
PlaySound("AMB_D04A")
END
IF
Global("DOPDUR3","GLOBAL",2)
THEN
RESPONSE #100
SetGlobal("DOPDUR3","GLOBAL",3)
SetGlobal("KielDoor1","GLOBAL",0)
CloseDoor("DOOR03")
PlaySound("AMB_D04A")
END
IF
Global("Firedrake1","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake1A",FALSE)
Continue()
END
IF
Global("Firedrake2","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake2A",FALSE)
Continue()
END
IF
Global("Firedrake3","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake3A",FALSE)
Continue()
END
IF
Global("Firedrake4","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake4A",FALSE)
Continue()
END
IF
Global("Firedrake5","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake5A",FALSE)
Continue()
END
IF
Global("Firedrake6","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake6A",FALSE)
Continue()
END
IF
Global("Firedrake7","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake7A",FALSE)
Continue()
END
IF
PartyHasItem("HELM14")
Global("KielHelm","GLOBAL",0)
THEN
RESPONSE #100
OpenDoor("DOOR03")
DisplayString(Myself,'The halls resonate with the sound of grinding stone. A door has opened somewhere nearby.')
CreateCreature("DOPDUR3",[1517.1020],0)
PlaySound("AMB_D04A")
SetGlobal("KielHelm","GLOBAL",1)
END
IF
Global("kieldoor1","GLOBAL",1)
Global("kieldoor2","GLOBAL",1)
OpenState("DOOR03",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR03")
DisplayString(Myself,'The halls resonate with the sound of grinding stone. A door has opened somewhere nearby.')
PlaySound("AMB_D04A")
END
IF
!Contains("MISC2F","Container21")
OpenState("DOOR18",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR18")
OpenDoor("DOOR19")
TriggerActivation("Teleport1",TRUE)
TriggerActivation("Teleport2",TRUE)
END
IF
!Contains("MISC2F","Container22")
OpenState("DOOR18",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR18")
OpenDoor("DOOR19")
TriggerActivation("Teleport1",TRUE)
TriggerActivation("Teleport2",TRUE)
END
IF
Contains("MISC2F","Container21")
Contains("MISC2F","Container22")
OpenState("DOOR18",TRUE)
THEN
RESPONSE #100
CloseDoor("DOOR18")
CloseDoor("DOOR19")
TriggerActivation("Teleport1",FALSE)
TriggerActivation("Teleport2",FALSE)
END
IF
Global("BG1UBBOOK80","AR0512",0)
THEN
RESPONSE #100
ActionOverride([glow=red,2,300]"Container 26"[/glow],CreateItem("BOOK80",0,0,0))
SetGlobal("BG1UBBOOK80","AR0512",1)
END
IF
Global("BG1UBBOOK85","AR0512",0)
THEN
RESPONSE #100
ActionOverride([glow=red,2,300]"Container 18"[/glow],CreateItem("BOOK85",0,0,0))
SetGlobal("BG1UBBOOK85","AR0512",1)
END