The "sides" I'm talking about are included in the texture, no mesh changes, just textures. In vanilla, roads use road01.dds, road01fallforest01.dds, or road01reach01.dds. The mod adds in roads using road01ea.dds, road01sp.dds, and road01wh.dds, by attaching alternate textures in an esp file. TexGen deals fine with all the textures after I added a txt file to generate lod for the new textures as well. The problem is, any road using road01ealod.dds, road01sp.dds, or road01whlod.dds, DynDOLOD renders as using road01lod.dds.
Here's a screenshot. (And a higher quality version if needed). The lod, on the right, is using road01.dds, which has green in it. The actual road, on the left, is using road01wh.dds, which has... I guess it's more of a brown, in it. It seems to me like DynDOLOD is acting as if the road was never changed to another, all these roads were originally ones using road01.dds I think.
The coloured part being in the middle is because of the lod texture being the road texture tiled 4 times by default. Making it just the road texture once puts the colour to the side and makes the issue less noticeable, as the stone part of the textures are mostly the same (road01sp is a lighter colour though). So, I can live with it, but it would be nice to know how to make DynDOLOD acknowledge these road changes.