I've a feeling it's not that simple.
The model for the bound sword points to a nif that has no normal textures. instead it uses textures\effects\gradients\gradShockRune.dds and textures\effects\darkSwirl.dds, in a similar way to how the effects for destruction spells are set up.
To alter these is easy enough, you may need to edit both of these, alter the colour to suit, rename and save. You then have to manually alter these in Nifskope. rename that mesh and save... but that'll just get you a bound sword that can't be picked up in the game, albeit one with your lovely new colours!
What I think you are after (if I've understood the post correctly) is a solid playable daedric sword that has this effect superimposed on top of it . That I don't know how to do, unless copying the entire 0BSfade node from the modified bound sword and pasting it into the 0BSfadeNode of a playable Daedric sword will work.
I somehow doubt that this will work since this will also carry over all the branches that you don't need, such as BHKrigidBody and BHKcollisionObject. it may not even line up correctly with the playable weapon, even if it does work... which would look crazy... weapon in one place, effect 6 inches away!
If this is the way to do it, someone else better than me with Nifskope will need to jump in.
If my description of how to alter the colour of a bound sword helps, that's great. I've done this to make purple flames for dwarven flamethrowers and it works... believe me it's a lot more laborious than the sword looks like... there are several nifs that need to be edited for the casting effect, effect itself, impact effect and impact debris effects... it was a pig to do but it worked, simply by retexturing these FX textures and applying them to every point in each nif that called for them. Lovely purple fire that toasts every player, regardless of resistances... ouch!