Yup, exactly as I said, you have got this line wrong:
textured = FuseModel_Body_diffuse.png
multi-textured models have the list of textures already built in, if you put the texture in the FPE then it overides and uses just that single texture for all objects in the model, that's why it's messed up.
delete the texture from the textured = line and save it, that should fix the textures.
Also, you have the wrong shader (i'm at work atm and don't have GG to hand), I cant remember the exact name, of it but the line:
effect = effectbank\reloaded\entity_basic.fx
should be something like:
effect = effectbank\reloaded\character_basic.fx
You might have to look at another characters fpe to get the actual shader name, I think that's right but I may be slightly out.
So your FPE should look something like this:
;Saved by FPSCR Object Importer v1.000
;header
desc = dancer1
;visualinfo
textured =
effect = effectbank\reloaded\character_basic.fx
castshadow = 0
transparency = 0
;orientation
model = dancer1.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
collisionmode = 0
defaultstatic = 1
materialindex = 0
matrixmode = 0
cullmode = 0
;physics shapes
physicscount = 1
physics0 = "0,64.1403884888,68.537902832,12.2593841553,0,0,0,0,0,0"
;identity details
ischaracter = 1
hasweapon =
isobjective = 2
cantakeweapon = 0
;statistics
strength = 25
explodable = 0
debrisshape = 0
;ai
aimain = ai_dance1.lua
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;anim
animmax = 1
anim0 = 1,590
playanimineditor = 1
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