Quote: "but I can't seem to get it to stick in FPS Reloaded"
If the model shows correctly in FPSCR without the new entity shader then it should be straightforward to get normal mapping working with the new shader. There are various things you need to do:
1. Close FPSCR.
2. Make sure your texture, object and fpe files follow the naming convention used by the stock entities, e.g.
my object.X (this name must be the one used in the fpe file)
my object.fpe
my object.bmp (a 64x64 thumbnail for use in the editor)
my texture_D.dds (this name must be the one used in the fpe file)
my texture_N.dds
my texture_S.dds
The strings "my object" and "my texture" can be anything unique and convenient to you.
3. After making sure the above files are in place, delete the old "my object.bin" and "my object.dbo" files.
4. Edit the fpe file and make sure it has the following line (and note especially that it doesn't have a ; at the beginning)
effect = effectbank\\reloaded\\entity_basic.fx
5. Restart FPSCR. You should be able to browse to the new object in the usual way.
[Edited points 4 and 5.
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