No, nothing like that. For one thing, you can't "equip" a hand scythe, it's just clutter in your inventory. In vanilla, the chance of collecting an ingredient is hard capped in the Construction Set for each ingredient. If I remember, some of them are capped at 85% and some at 50% chance. Some might even be lower.There are mods that give you 100% harvest chance (try googling that phrase). You can see this for yourself, and change the chances to whatever you like, in the construction set under World Objects -> Flora -> Plants. Click on each ingredient to see the "Ingredient Production" chances
However, if you like collecting ingredients, you should
really get Harvest [Flora]. http://tes.nexusmods.com/downloads/file.php?id=2037.
If you're comfortable opening a mod in the construction set, you can modify Harvest Flora's scripts. For example, I tied mine to my alchemy skill (so I get near 100% chance on some ingredients at master alchemy level, but about 25% at novice level), then give myself a bonus to harvest if I have a silver dagger equipped. (Lore-wise, silver daggers are supposed to help alchemists
somehow). But you could just as easily set some arbitrary chance. If you really wanted to tie a boost to whether you have a hand scythe in your inventory, you could do that too, but I think the scripting is more intensive and you'd need to use obse to do if efficiently.
The original Harvest Flora script looks like this:
Spoiler scn HarvestFloraAnim
Begin OnActivate
Activate
PlayGroup Backward 0
End
Begin OnReset
PlayGroup Forward 0
End
Begin OnLoad
if GetDisabled == 1
Enable
endif
if GetDestroyed == 1
PlayGroup Backward 0
else
PlayGroup Forward 0
endif
End
Mine looks roughly like this:
Spoiler scn HarvestFloraAnim
short alchemy_level
short rdmharv
Begin OnActivate
set alchemy_level to player.GetActorValue Alchemy ; I have a few extra lines of code here to make different difficulties for some ingredients
if alchemy_level < 25
set alchemy_level to 25 ; sets minimum chance at 25%, so pc's starting out at skill level 5 actually have a chance to get a few ingredients
RETURN
endif
if player.GetEquipped 00025224 == 1 ; is silver dagger equipped?
set alchemy_level to alchemy_level * 1.5 ; gives a 50% boost to your effective harvest chance if yes
RETURN
endif
set rdmharv to GetRandomPercent
if rdmharv <= alchemy_level
Activate
PlayGroup Backward 0
RETURN
else
Message "You failed to harvest this ingredient"
PlayGroup Backward 0
PlaySound ITMIngredientNothing
SetDestroyed 1
RETURN
endif
End
Begin OnReset
PlayGroup Forward 0
End
Begin OnLoad
if GetDisabled == 1
Enable
RETURN
endif
if GetDestroyed == 1
PlayGroup Backward 0
RETURN
else
PlayGroup Forward 0
RETURN
endif
End
Anyway sorry that's probably not what you wanted to hear. But good luck anyway.