Thanks for the feedback! It's very appreciated.

Just as a headsup, Sounds of Skyrim will come with an in-game configuration tool that'll allow you to disable certain sound categories. For example, town or tavern shouts will be able to be disabled.
I LOVED most of what I heard in general in those trailers.
The only things I thought could be changed were:
1) The city sounds were people were yelling sounded off. They had a pretty strong british accent and it felt like it didn't really fit into the world.
2) The tavern sound were people were shouting, drinking and you know... tavern sound , it was a bit too much. Perhaps have a few parts where the tavern sound isn't that loud , so it's kind of mixed - sometimes loud, sometimes normal, sometimes low?
One question: There are already two mods (http://www.skyrimnexus.com/downloads/file.php?id=4226, http://www.skyrimnexus.com/downloads/file.php?id=4278) changing fire and water. Will you add new fire and water sounds as well? I think that these mods are pretty good, but I think that you could do even better
You got great ears ^^
BIG notification though incase you don't already know. Those two mods I listed above... a lot of people have experienced crashes in game when walking around close to the sounds. There's something strange about Skyrim's sound engine that makes crashes happen easily I think. I'm not sure what, but I just thought I could mention it since it could be relevant for this mod as well.
Keep up the good work!
1) With the sounds volume much, much lower than in the video it will not sound as "off". I agree that these are voices that would fit more in High Rock than Skyrim though.
2) It's the same with the volume. The sounds are much lower and one sound play every 15-25 seconds or so. I made them play one after the other in the video to show the diversity of sound effects. They also play from a random direction each time, to sometimes they play louder than others because you are closer to the "source".
It's not in my plans for now to change the game's sound effects. I find them top notch.

So Sounds of Nature will work well enough with it. And I find it strange that there's been many reports of crashes since, I think, the author replaced the vanilla sound effects only.
Do you think that you'll be able to mute some of the dungeon sounds if the dungeon is marked as cleared? If all Falmer are dead there shouldn't be any more Falmer screams I think.
I'm crossing my fingers on that one. Until the CK is out I can't know if there exists a "GetCleared" function or Global in the scripting engine. I hope there is. Because I really want to stop the creature-related sound effects when a dungeon has been cleared (And play back again once the creatures respawn)
The Towns also sound great but two problems(as stated above) Town shouts and Tavern Shouts sound off. I also think they risk being repetitive eventually. Sound effects are good because even if they are repetitive its still believable. But when dealing with people actually talking it can backfire.
Town sounds play every 15-30 seconds. Town sounds contain human shouts, animals and other misc. sounds (Distant hammering for instance). So every 15-30 seconds, you hear one of 50 sound effects and they play at a volume that you might not clearly notice them at first. It's a way of not making them repetitive in that sense. It's the same with taverns. And don't forget that the mod can be configured in-game so you can remove the town shouts or any other sound categories you do not want to hear in your game.

Another thing is that your mod kind of have to rely on other mods in certain instances like the eagle sound effect would need somebody to mod in eagles. You also have cat fights but there are no cats in the game so that also needs to be modded in. The laughter in the tavern would rely on more people in the taverns. Stuff like that can break immersion if its not believable.
You also hear lots of birds yet the only time you see them is when they fly away from a tree. Eagles can be perched high on rocks that you do not see. Cats, while not present in-game, are mentioned by NPCs. Cats are most likely present in the lore as they were in Daggerfall. Now if I added sounds of camels that would have been not believable.

I also wanted to ask a couple of things. Can you control how random a sound effect is? Will this mod replace sounds or just add them? Will this mod be compatible with other sound mods? Will you continue to add sound effects even after the release?
Anything I have mention or will mention will be to help. Thanks
Yes, the waiting time between each sound is randomly generated between a set of values. No sounds will be replaced, Sounds of Skyrim is about adding only. And yes it'll be compatible with any sound mod, though that does not mean they will play well together. After the release, yes I'll most likely add new sound effects, for DLCs for example.
Great trailers Cliff. Looking forward to it.
And a sound idea. Horses neigh close to stables, and hooves hitting dirt and/or hay.
Horses near stables is already in.

For hooves, I *think* the horses already play the animation for it and the sound is attached. But I could make these play from inside stables.
I don't know if this is in or not, haven't had a chance to look at the videos...but...
What about dragon sounds? Like dragons roaring or whatever noises dragons would make, that you could hear from a distance.
Dragons already do this in-game from far away distances.

FYI to all saying the sounds are loud, he specifically states at the beginning of each trailer that the sound are exaggerated so that that they're easier to make out. I assume all the sounds will be balanced to a reasonable level for the release of this mod.
Yep, exactly. Otherwise you would barely notice them alongside the game's soundscape.
we trust our dear cliff just don't forget the expansions that will come for Skyrim when they are out!
DLCs will indeed be covered as they are released.
Keep on with the feedback. It's always great to hear!
