here is a modification of taco cohen's normal mapping shader. the necessary additions are marked with #####.

Code:
/***********************************************************************************************
/ Copyright 2006 by Taco Cohen. All rights reserved
/***********************************************************************************************/

/***********************************************************************************************
/ Global Variables:
/***********************************************************************************************/
// Tweakables:
static const float AmbientIntensity = 1.1f; // The intensity of the ambient light.
static const float DiffuseIntensity = 1.0f; // The intensity of the diffuse light.
static const float SpecularIntensity = 2.0f; // The intensity of the specular light.
static const float SpecularPower = 14.5f; // The specular power. Used as 'glossyness' factor.
static const float4 SunColor = {0.9f, 0.9f, 0.9f, 1.0f}; // Color vector of the sunlight.

// Application fed data:
const float4x4 matWorldViewProj; // World*view*projection matrix.
const float4x4 matWorld; // World matrix.
const float4 vecAmbient; // Ambient color.
const float4 vecSunDir; // The sun direction vector.
const float4 vecViewPos; // View position.

texture entSkin1; // Color map.
sampler ColorMapSampler = sampler_state // Color map sampler.
{
Texture = <entSkin1>;
AddressU = Wrap;
AddressV = Wrap;
};

texture entSkin2; // Normal map.
sampler NormalMapSampler = sampler_state // Normal map sampler.
{
Texture = <entSkin2>;
AddressU = Wrap;
AddressV = Wrap;
};

texture mtlSkin1; // ##### light map
sampler LightMapSampler = sampler_state // ##### light map sampler.
{
Texture = <mtlSkin1>;
AddressU = Wrap;
AddressV = Wrap;
};


/***********************************************************************************************
/ Vertex Shader:
/***********************************************************************************************/
void NormalMapVS( in float4 InPos : POSITION,
in float3 InNormal : NORMAL,
in float2 InTex : TEXCOORD0,
in float2 InTex2 : TEXCOORD1, // ##### second uv-set
in float3 InTangent : TEXCOORD2,

out float4 OutPos : POSITION,
out float2 OutTex : TEXCOORD0,
out float2 OutTex2 : TEXCOORD3, // ##### second uv-set
out float3 OutViewDir: TEXCOORD1,
out float3 OutSunDir: TEXCOORD2)
{
// Transform the vertex from object space to clip space:
OutPos = mul(InPos, matWorldViewProj);

// Pass the texture coordinate to the pixel shader:
OutTex = InTex;

// ##### output second uv-set
OutTex2 = InTex2;

// Compute 3x3 matrix to transform from world space to tangent space:
half3x3 worldToTangentSpace;
worldToTangentSpace[0] = mul(InTangent, matWorld);
worldToTangentSpace[1] = mul(cross(InTangent, InNormal), matWorld);
worldToTangentSpace[2] = mul(InNormal, matWorld);

// Calculate the view direction vector in tangent space:
OutViewDir = normalize(mul(worldToTangentSpace, vecViewPos - mul(InPos, matWorld)));

// Calculate the light direction vector in tangent space:
OutSunDir = normalize(mul(worldToTangentSpace, -vecSunDir));
}


/***********************************************************************************************
/ Pixel Shader:
/***********************************************************************************************/
float4 NormalMapPS( in float2 InTex : TEXCOORD0,
in float3 InViewDir : TEXCOORD1,
in float3 InSunDir : TEXCOORD2,
in float2 InTex2 : TEXCOORD3) : COLOR // ##### second uv-set
{
// Read the normal from the normal map and convert from [0..1] to [-1..1] range
float3 BumpNormal = 2 * tex2D(NormalMapSampler, InTex) - 1;

// Calculate the ambient term:
float4 Ambient = AmbientIntensity * vecAmbient;

// Calculate the diffuse term:
float4 Diffuse = DiffuseIntensity * saturate(dot(InSunDir, BumpNormal));
Diffuse *= SunColor;

// Calculate the reflection vector:
float3 R = normalize(2 * dot(BumpNormal, InSunDir) * BumpNormal - InSunDir);

// Calculate the specular term:
InViewDir = normalize(InViewDir);
float Specular = pow(saturate(dot(R, InViewDir)), SpecularPower) * SpecularIntensity;

// Fetch the pixel color from the color map:
float4 Color = tex2D(ColorMapSampler, InTex);

// ##### fetch the light map color from the light map:
float4 Light = tex2D(LightMapSampler, InTex2);

// Calculate final color:
return (Ambient + Diffuse + Specular) * Color * (Light * 2); // #####
}

/***********************************************************************************************
/ Technique:
/***********************************************************************************************/
technique SpecularTechnique
{
pass P0
{
VertexShader = compile vs_2_0 NormalMapVS();
PixelShader = compile ps_2_0 NormalMapPS();
}
}