Well then, all the sounds are finished. Hurray!
The next step is to wait for the Creation Kit's release so I can add the emission points and tweak how the sfx sound in-game.
I also added two new Special Events-related sounds to the list:
Hercine's Daedric Quest:
Spoiler The hunted werewolf growls and howls during the Hunt. His sounds echo in the grotto.
Vaermina's Daedric Quest:
Spoiler The sounds of battle in Nightcaller Temple are heard in the corridors during the Dreamwalk.
The total number of sound files is now at 465. That's a lot more than my previously planned 250. Note that many of these are the same sound effect but with filters added depending on the location they play. For instance, a dog barking in a walled-in city made of stone buildings like Solitude or Windhelm has a medium reverb effect while the same dog bark in a village like Riverwood has a low reverb effect.
About the project's distribution....Sounds of Skyrim will be released in modular form and a Full version. There will be a module for Civilization, The Wilds, The Dungeons and Special Events so the users will be able to install the module they are interested in. The Full version is simply all modules put together.
Sounds of Skyrim will come with an in-game config with which the user can enable/disable certain sound effects such as looped pvssyr in cities or taverns. The folder structure also allows the user to remove or add his own sound effects so they can be played in Skyrim. For example, a user can record himself shouting insults and place it in the "CitySoundsReverb" folder to hear his voice in the game's cities.

Finally, samples from Civilization, Special Events and The Wilds will be released in the next few days.
This is the kind of stuff I think would be scary as heck to hear in a dungeon.
Obviously the volume would adjust according to how far away you were from it.
I'm only talking about the vocal parts.
Let it get going for about a minute or two
http://www.youtube.com/watch?v=zuisQ34QfDo
Very nice. It's when the Monolith is discovered in Space Odyssey if I recall?
Like you mentioned, something similar would go very well with that certain house in Markath. I'll see if I can make or find something like this.
I'm hoping for a mod that can add to/replace Skyrim's music with some high-quality Daggerfall music remixes (like Dan Goodale's and Robert Hood's stuff). I know it can be done now somewhat by converting them to xwm and putting them into the appropriate places, but Daggerfall's music was more nuanced. I'm hoping the CK will allow for more conditions to be placed on what music is used when and where.
Those remixes are awesome. I listen to them while modding.

I'm certain there'll eventually be an utility to convert mp3s to xwm so we can customize our soundtracks.
I loved your Oblivion mod, so this seems even better!
Thanks!