Wow, you wouldn't think it, but this kind of thing really has a huge effect on not only immersion and atmosphere, but in making all those seperate interiors feel like they're really part of a real world, and not some cell floating alone in the middle of nowhere, a feeling that comes from too much CS time.
How did you add all the sounds? Were you able to script it or did you have to go manual, or perhaps a combination? I'm just curious. Thanks a bunch!
Thanks! Yes doing so links the interior cells to the exterior world in a very nice way.

Some sounds are scripted (Mainly the ones for hearing the footsteps or overhearing conversations, because if the owner is dead, the player shouldn't be able to hear the owner's ghost walking around.

) The rest play at certain times of the day/night or play in loop.
Here's the list of planned sounds that I will add. Note that some of them might already be in the game or will be modified. Please feel free to suggest or comment on my sound selection.

Bear with me, there are a lot.
Sound List (The linked-sounds below are not found in the links above)
City Atmosphereshttp://www.onmvoice.com/play.php?a=20825
http://www.onmvoice.com/play.php?a=20822
http://www.onmvoice.com/play.php?a=20823
http://www.onmvoice.com/play.php?a=20832
- Cows and sheep in the distance around the Skingrad vineyards and smaller settlements.
Locational- The Imperial Library, Temple of the One and the castles have their own sound atmosphere. Mostly the echo.
- Priests chanting in Chorrol's Temple.
- Holy sound atmospheres for the other temples.
- Echo, empty cathedral ambiance for temples at night.?
- Sounds of the activity going on the floor above you. Footsteps, chairs pulled, floor squeaking, objects falling.
- Sounds of the activity going on in the next room. Conversations, NPCs clearing their throats, placing fire logs, smithing, etc.
- pvssyr inside taverns.
- Music inside taverns.
Wilderness- Around 30 new frog or bull frog sounds for swamp areas.
- Around 20-25 new bird sounds for forests, mountains, swamps and plains.
- Insects flying-by your character's ears.
- Birds flying away.
- Strong, constant heavy wind on high mountain tops. (Like Dive Rock)
- Cold, constant chilling gusts of wind in the Jerall Mountains.
- 6 new short gusts of cold wind for northern Cyrodiil.
- Rare occurance of hearing an avalanche happening far away in the Jerall Mountains.
- Rare occurance of hearing a strange creature yelling very loud in the Jerall Mountains.
- Rodents running in the grass at night.
- Calm and strong Ocean waves on the Gold Coast and the coast south of Leyawiin.
- Wolves howling in the distance.
- Movements from small animals in the bushes/grass.
Misc Soundshttp://www.onmvoice.com/play.php?a=20826
- Potions boiling in some Alchemists' shops, Mages Guilds, Arcane University or dungeons where potion makers are present.
- Chance of snoring when an NPC sleeps.
- Buzzing of an active bee/wasp nest in villages, cities or the wilderness.
- An unstable squeaking wooden bridge that may fall at any moment.
Special Eventshttp://www.onmvoice.com/play.php?a=21246
- The Battle of Bruma. Clashing of men and daedra battling for victory.
- Battle of Bruma's soldiers, charging and yelling when the order to attack is given.
- Battle of Bruma's soldiers, cheering when victory is accomplished.
Echoed/Filtered/Reverbed Vanilla Sounds/Voice Overs (Watch for spoilers!)
- Some dungeon doors, depending on the size of the room through which they lead. (echo, reverb)
- The Imperial Palace's door leading to the Council Chambers. (echo, reverb)
Spoiler - In the Battle of Bruma, Martin's speeches echoes in the distance.
- In the caverns of Dagon's worshippers, Mankar Camoran's speech to the worshippers echoes in the cave and so do the voices of the worshippers.
- Every voice in the Character Generation. Valen Dreth, the Emperor, Blades and the Mythic Dawn's voices. (Echo and Reverb)
- The Mythic Dawn's Agents voices in the sewers hideout. (Echo and strong reverb)
- More to come!