What is the exact problem?
The vertex light does not illuminate light/shadow-mapped textures unless you make sure the lightmap occupies index zero with the regular textures above. You can't stick yer lightmap on index zero without ruining a model that uses more than one regular texture. That's the problem - at default, lights don't negate shadow maps, which looks horribly wrong.
For lightmap: Try Blendmode 5
Did that, but with the same lightmap -- couldn't find the docs describing Mode 5 (cheers!) so it's possible that might help if I tweak it a bit. I fear it won't provide a fix though, as it's not what's being done but the order it's being done in that is problematic.