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The green glow is hardcoded in the binary file... you need to examine the (Particle) and (ParticleInstance) files.
idle - Effects\_(Effect)\Characters\Creatures\Necropolis\VampireLord\idle00_.xdb
PerParticleFog >false - you need to change this to true; then the color will be read from the texture file. However, if the particle is baked in, you can only adjust the binary file *bin\effects[b]3C43A120-C084-464E-804E-2375D7659514[/b]... The idea is that if the colors are baked in, the RGB components will be specified in this file. You can use the Adobe Photoshop eyedropper tool and the calculator in programmer mode (take data from Photoshop in decimal form and use the calculator to get hexadecimal data... and vice versa) to understand this in practice. You need to see how it's done for my creature, Namtár!
uid >3C43A120-C084-464E-804E-2375D7659514< /uid
And you also need to check this...
Item href="Sword_Joint_Bone.(ParticleInstance).xdb#xpointer(/ParticleInstance)"/
It's possible that the glow is located in this particle..