I don't believe they should be glowing in the first place. Do you have a night/day mod installed? Go into Feralheart\media\materials and find the two files named "cmain" and "fmain." Open them with notepad and replace everything that's in there with the following:
Replace cmain with this:
material CbodyMatL
{
technique 1
{
pass
{
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}
material CbodyMatR
{
technique 1
{
pass
{
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}
material CheadMatL
{
technique 1
{
pass
{
fragment_program_ref Head_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
}
texture_unit
{
texture cheadMask1.png
tex_coord_set 0
filtering trilinear
}
texture_unit
{
texture cheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture cheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture cheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture cheadShade.jpg
tex_coord_set 5
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture cheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture cheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture cheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cheadShade.jpg
colour_op modulate
}
}
}
}
material CheadMatR
{
technique 1
{
pass
{
fragment_program_ref Head_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
}
texture_unit
{
texture cheadMask1.png
tex_coord_set 0
filtering trilinear
}
texture_unit
{
texture cheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture cheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture cheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture cheadShade.jpg
tex_coord_set 5
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture cheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture cheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture cheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cheadShade.jpg
colour_op modulate
}
}
}
}
material CeyeMatL
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material CeyeMatR
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material CtailMat
{
technique 1
{
pass
{
fragment_program_ref Tail_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture ctailMask1.png
tex_coord_set 0
}
texture_unit
{
texture ctailShade.jpg
tex_coord_set 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture ctailMask1.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture ctailShade.jpg
colour_op modulate
}
}
}
}
material CmaneMat
{
transparency_casts_shadows off
receive_shadows off
technique 1
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
fragment_program_ref Mane_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
}
technique 2
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
lighting off
texture_unit
{
texture fmaneMask.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneShade.jpg
colour_op modulate
}
}
pass
{
cull_hardware none
cull_software none
scene_blend add
depth_func equal
lighting off
texture_unit
{
texture fmaneLight.jpg
}
}
}
}
material CmaneMat2
{
technique 1
{
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
fragment_program_ref Mane2_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask2.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
}
technique 2
{
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
lighting off
texture_unit
{
texture fmaneMask2.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
Replace fmain with this:
material FbodyMatL
{
technique 1
{
pass
{
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture fbodyShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture fbodyShade.jpg
colour_op modulate
}
}
}
}
material FbodyMatR
{
technique 1
{
pass
{
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture fbodyShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture fbodyShade.jpg
colour_op modulate
}
}
}
}
material FheadMatL
{
technique 1
{
pass
{
fragment_program_ref Head_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
}
texture_unit
{
texture fheadMask1.png
tex_coord_set 0
filtering trilinear
}
texture_unit
{
texture fheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture fheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture fheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture fheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture fheadShade.jpg
tex_coord_set 5
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture fheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture fheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture fheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture fheadShade.jpg
colour_op modulate
}
}
}
}
material FheadMatR
{
technique 1
{
pass
{
fragment_program_ref Head_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
}
texture_unit
{
texture fheadMask1.png
tex_coord_set 0
filtering trilinear
}
texture_unit
{
texture fheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture fheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture fheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture fheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture fheadShade.jpg
tex_coord_set 5
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture fheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture fheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture fheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture fheadShade.jpg
colour_op modulate
}
}
}
}
material FeyeMatL
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material FeyeMatR
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material FtailMat
{
technique 1
{
pass
{
fragment_program_ref Tail_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture ftailMask1.png
tex_coord_set 0
}
texture_unit
{
texture ftailShade.jpg
tex_coord_set 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture ftailMask1.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture ftailShade.jpg
colour_op modulate
}
}
}
}
material FmaneMat
{
transparency_casts_shadows off
receive_shadows off
technique 1
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
fragment_program_ref Mane_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
}
technique 2
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
lighting off
texture_unit
{
texture fmaneMask.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneShade.jpg
colour_op modulate
}
}
pass
{
cull_hardware none
cull_software none
scene_blend add
depth_func equal
lighting off
texture_unit
{
texture fmaneLight.jpg
}
}
}
}
material FmaneMat2
{
technique 1
{
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
fragment_program_ref Mane2_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask2.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
}
technique 2
{
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
lighting off
texture_unit
{
texture fmaneMask2.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}