Actually! Figured out where it pulls the texture from. If you look in the Block details, you see a box called "Source Texture". You have to be clicking on the BSEffectShadingProperty to see it. I think I can alter that and redirect it to my texture to make this work. I also will change the color will to my color too.
EDIT: After spending almost 2 hours trying to fix only 3 FX, I went in-game to test, and got a texture error (When the textures were where they were supposed to be). SO, that method doesn't work.
Sorry, I thought it was pretty obvious you had to actually look in the block to edit textures, emissive color, etc.

I did say you need to look "under" those blocks.
Same goes for Emissive Color, like I mentioned. There is simply a line with Emissive Color in the BSEffectShaderProperty, and a color picker lets you choose a new color.
As for your error, "texture error" is extremely vague. Do you get errors when previewing the NIFs in the CK or the CK Previewer (Open With > Creation Kit on a NIF?) ... I always get errors about "null" missing a diffuse map when previewing NIFs.
Anyway, I took 2 seconds and changed the emissive from cyan to magenta. It made it multi-colored, so there must be some cyan color defined elsewhere. You may want to look at the gradient textures, which are at the bottom of the same blocks under "Greyscale Texture".
Edit:
To finish my color change to magenta I simply made hue-shifted (Hue/Saturation layer in Photoshop, send Cyan > Magenta) versions of "gradshockexplosion.dds" and "gradmagicanomaly.dds", and then I put a "2" on the end of the filenames and edited the path to the Greyscale Texture in each block. It looks fine in the CK Previewer.