Why would you want vertex lighting as well as a lightmap? Normally a mesh with a lightmap is set to fullbright ( each vertex is pure white ) so that lighting does not affect it.
I guess if you want to "undo" this, you have to disable Fullbright (Flag 1) with EntityFX.
I guess if you want to "undo" this, you have to disable Fullbright (Flag 1) with EntityFX.