The player damage (hit) dialogue is set up in a quest just like any other actor dialogue. I think you could just use http://www.creationkit.com/Say_-_ObjectReference, like so:
Game.GetPlayer().Say(Hit)
Now, I will advise that it is more efficient to make a property directed at the player, instead of using 'Game.GetPlayer()'. It's good to get in the habit of doing that instead.