No sorry there arent any extra lights or settings wrong, I saw this on the unity forums:
"Yeah, the limitation Ethan talked about only affects VertexLit shaders. A vertex lit object, once lightmapped, does not receive any realtime lighting. We kind of chose this by design; using vertex lit almost always means "I want to run this as fast as possible" that's why we opted for no lighting once it's lightmapped.
Per-pixel lit shaders, once lightmapped, are affected by non-lightmapped lights. "
its on this page http://forum.unity3d.com/threads/104...r-lightmapping
at the bottom of the page someone suggests an interesting vertex lit shader as a possible workaround.