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My first idea would be to use the event OnCombatStateChange in the Actor script and attach it to the NPC the player is in/out of combat with: 0 = not in combat, 1 = in combat, 2 = search. This event can't be attached to the player, only to the actor the player is in/out of combat with. So, you would have to attach that script to every possible enemy, or find another way (maybe using a quest?). Either way, you probably can't set the player essential, but have to use "Debug.SetGodeMode(True/False)".
Without scripts probably only possible with the "tgm" command (toggle god mode).
I did succeed in getting the player to be essential through scripts, but the player just reverts to a standing position after the intro animation plays; the loop doesn't seem to be working. I abandoned this awhile ago but when I left it I was looking into getting the player to just play the intro and loop anims instead.
making a new script that activates upon entering combat and using the player property as the parent and other properties you are able to create a script that toggles "infinite health" which is just a high number and not necessarily infinite.
The player ID is always something like: 0000000014 so in the console commands you can use that, but it is easier to use TGM anyway.
I really don't see the point in doing this, but if you want it you should check up the Papyrus properties at www.creationkit.com
Mind telling me how you set the Player to Essential?