The green glow is hardcoded... you need to look at 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, but if the particle is baked in, then you can only adjust the binary file *bin\effects[b]3C43A120-C084-464E-804E-2375D7659514[/b]... the point is that if the colors are baked in, then the RGB components will be specified in this file - you can use the Adobe Photoshop eyedropper and the calculator in the OS in programmer mode (data is taken from Photoshop in decimal form and hexadecimal data is obtained using the calculator... and vice versa) to understand this in practice, you need to look at how it is done for my creature Namtar!
uid >3C43A120-C084-464E-804E-2375D7659514< /uid
And here you also need to check...
Item href="Sword_Joint_Bone.(ParticleInstance).xdb#xpointer(/ParticleInstance)"/
It is possible that the glow is in this particle...
And regarding decimal and hexadecimal, I honestly didn't understand =) It's a bit difficult, I have trouble perceiving visual text -_-
But thank you for helping =)