

Simply add this emitter inside the container and replace the “baseTexture: string=” path with your texture.
Make sure to uncheck “Delete unused files” when creating a mod inside LCS.
VfxEmitterDefinitionData {
rate: embed = ValueFloat {
constantValue: f32 = 1
}
particleLifetime: embed = ValueFloat {
constantValue: f32 = 1
}
isSingleParticle: flag = true
emitterName: string = "Override"
meshRenderFlags: u8 = 0
materialOverrideDefinitions: list[embed] = {
VfxMaterialOverrideDefinitionData {
priority: i32 = 1
baseTexture: string = "ASSETS/Characters/Riven/Skins/Base/riven_base_tx_cm_ult.dds"
transitionSample: f32 = 0.1953125
}
}
}
}
If you want to swap out the texture of a certain material only:
VfxEmitterDefinitionData {
Rate: embed = ValueFloat {
ConstantValue: f32 = 1
}
ParticleLifetime: embed = ValueFloat {
ConstantValue: f32 = 1e+14
}
isSingleParticle: flag = true
emitterName: string = "Override"
meshRenderFlags: u8 = 0
MaterialOverrideDefinitions: list[embed] = {
VfxMaterialOverrideDefinitionData {
Priority: i32 = 1
SubMeshName: option[string] = {
"Riven_Base_Mat"
}
BaseTexture: string = "ASSETS/Characters/Riven/Skins/Base/riven_base_tx_cm_ult.dds"
transitionSample: f32 = 0.1953125
}
}
}
}
If you don’t want something to change forever:
VfxEmitterDefinitionData {
rate: embed = ValueFloat {
constantValue: f32 = 1
}
particleLifetime: embed = ValueFloat {
constantValue: f32 = 20
}
lifetime: option[f32] = {
1
}
isSingleParticle: flag = true
emitterName: string = "Override"
meshRenderFlags: u8 = 0
materialOverrideDefinitions: list[embed] = {
VfxMaterialOverrideDefinitionData {
priority: i32 = 1
baseTexture: string = "ASSETS/Characters/Riven/Skins/Base/riven_base_tx_cm_ult.dds"
transitionSample: f32 = 0.1953125
}
}
}
}
Add “lifetime: option =1” and under “particlelifetime” add how many seconds it should last.