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Changelogs
Version 1.10
added normal map (with subtle alpha channel layer on whole texture) for better quality of snowy rocks on the road, if using alongside with naturalSnowCover plugin
added remaded diffuse texture of limestone roads from Beyond Skyrim: Bruma for consistency with Blended Roads
few adjustments to roads meshes (only for dynamicDecal version)
Version 1.09
revert dynamicDecal for road's stone (cuz i'm not a masochist)
added brighter version of texture for snowy road's stone
added option in fomod to skip naturalSnowCover plugin as well textures
added option to install old meshes (not recommended)
smoothed the stones in couple of meshes (only for dynamicDecal version)
Version 1.08
all files in one installer
added handmade texture (2K diffuse BC7 or BC3) of snowy rocks on the road for real snow cover and better blending if used alongside with naturalSnowCover.esp (see image section)
some minor changes to meshes
Version 1.07
natural snow cover with its own method of applying snow for max compatibility with any other mods which also edits same aspect
Version 1.06
OPTIONAL - added patch for Beyond Skyrim Bruma and natural snow cover with Simplicity of Snow, created by Adeith1993
Version 1.05
OPTIONAL - added patch for Beyond Skyrim Bruma and natural snow cover
OPTIONAL - ticked esl flag for version of natural snow cover with Simplicity of Snow
Version 1.04
OPTIONAL - added a compatibility version of natural snow cover for Simplicity of Snow
Version 1.03
fixed shadows casted by bridges introduced by mistake in ver_1.02
added doubleSided flag for base of bridges to max compatability with EVLaS
adjusted a bit dirt on the bridge in Dragon Bridge
Version 1.02
manually edited bridge01.nif: fixed lot of floating stones and dirt, fixed few issues with streched stones and added one extra stone to fix original empty space
Version 1.01
removed vertex alpha and vertex color from most of meshes (for better blending with surroundings)
added specular for those meshes which for some reason didn't have it
removed all obsolate flags (dynamicDecal, castShadow, etc.)
adjusted alphaTreshold for some of the assets for better visualities
included Dragon Bridge and Solitude bridges with fix
edited bridge01.nif for better blending
OPTIONAL - plugin to apply snow on the snowy roads in more realistic way, alongside with consistency with bridges
Unblended - Really Blended Roads
Overview
In case of roads there is no better replacer than Really Blended Roads. Those 3D assets of rocks on the roads are just magnificent, but... there is always a but... right? If you ever traveled from Windhelm to Winterhold through the main route of snowy deserts and pack of wolfs or other bandits attacked you, and you fought for your life with utmost brutality, but there is no blood on roads or any impacts of those mighty spells you casted. Hmm... unimmersive! So here is this patch. I edited all of meshes from blended roads (niAlphaProperty is no more blending and have proper flags) to unsure that impacts from spells and blood splatters will appear on those roads.
Is there any downsides of those assets? I didn't notice.
So how about advantages compare to original meshes from Blended Roads? Well, first and upmost important thing that blood splatters will appear on normal road surface as well at the snowy one without any ghosting splatters and so one. Second on snowy roads there is no more any ghostly stones if you looking at it on the very low angle and third shadowing on road's stones are more precise if you using enb.