my.skill41=float(10); // u multiplication factor of texture 1 -> will tile the texture 10 times along u
my.skill42=float(20); // v multiplication factor of texture 1
my.skill43=float(5); // u multiplication factor of texture 2
my.skill44=float(10); // v multiplication factor of texture 2

.
.
.

for a detail map you could add the following:

...
texture entSkin4; // the 4th texture of the model will be the detail map
...
Texture[3]=<entSkin4>;
...
VertexShaderConstant[65]=(96.0f,192.0f,0.0f,0.0f); // specifies the tiling of the detail map
...
mul oT3.xy,v7.xy,c65.xy // output scaled uvs for the detailmap


and the pixel shader will look like that:

ps.1.3
def c0,1,1,1,1
tex t0 // sample colormap1
tex t1 // sample colormap2
tex t2 // sample macromap
tex t3 // sample detailmap
lrp r0.rgb,t2.a,t0,r1 // blend t0 with t1 using the alpha channel of t2
+mov r0.a,c0
//add r0.rgb,r0,t2_bias // add(signed) rgb of t2
add r0.rgb,r0,t3_bias // add(signed) rgb of t3 (detailmap)
mul r0.rgb,r0,v0 // modulate with diffuse vertex lighting


(but i haven't tested this )

...alternatively you it would also be possible to apply the detailmap to one of the colormaps only...