Region sounds use wrong odds
Hrnchamd recently explained region sounds are chosen much like spells are reflected/absorbed: by rolling for each entry.
foreach (regionSound) use it if (rand() % 100 < regionSound.chance)
https://discord.com/channels/210394599246659585/608629487004942336/1207336146674384978
Bethesda appears to have been aware of this just fine as they assigned higher chances to items further down the list. Fixing this would make OpenMW quieter than it is now.