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I'm fairly new at Blender so there are so many ways I could be doing this wrong. Right now I'm working on a cobbled street but when I try to scale it using a mapping and texture coordinate node it's almost like the same texture is overlayed on top in rendered view.

Here is my node setup:

Here is my node setup

And this is what it looks like rendered: Here is what it looks like rendered

Also, when I add the displacement modifier after subdividing it, the new geometry changes to the weird texture that the texture coordinate made as opposed to the scaled texture.

Shown here:Shown here

Thank you!

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What I would say from what I understand:

You need to plug the Texture Coordinate > Mapping chain into the Vector of the Image Texture of your Bump, exactly like what you've done for the Image Texture of your Diffuse, otherwise he doesn't know how to project this Bump information on your floor.

enter image description here

Now you say that you've added a Displace modifier. I'm not sure why, as your the Bump method is a way to fake relief within a low-poly mesh without any additional subdivision.

If you choose to use a Displace modifier you should not use a Bump node, just unwrap your mesh (for example in Top Ortho view make a Project From View unwrap), use UV as the output of your Texture Coordinate so that he knows that he must use the UV you've just created, and mix a Diffuse with a Glossy, with your Specularity image as the factor.

enter image description here

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