Yes, thanks for your help! I determined the cause and solution now so it all works fine again!! 
In the end I had to script :WaitForChild()
for each BasePart and Motor6D in the Character Model. 

As the client (Me) – parts in the character model were not loaded yet when the serverscript tried to get Motor6D Part0 and Part1 for their attachments.
Hence, to the server for whatever means had my character model loaded and ran code successfully but it could not replicate the changes to my client since my character model wasn’t loaded completely for me. As a failsafe a local script is still necessary in this case to wait for instances.
Working ModuleScript function
function m.FadingRagdoll(Character)
local Humanoid = Character:WaitForChild("Humanoid",10)
Humanoid.BreakJointsOnDeath = false
local RightFoot = Character:WaitForChild("RightFoot",10)
local RightUpperLeg = Character:WaitForChild("RightUpperLeg",10)
local LeftFoot = Character:WaitForChild("LeftFoot",10)
local LeftUpperLeg = Character:WaitForChild("LeftUpperLeg",10)
local LeftUpperArm = Character:WaitForChild("LeftUpperArm",10)
local RightUpperArm = Character:WaitForChild("RightUpperArm",10)
local UpperTorso = Character:WaitForChild("UpperTorso",10)
local LeftLowerLeg = Character:WaitForChild("LeftLowerLeg",10)
local LowerTorso = Character:WaitForChild("LowerTorso",10)
local RightLowerArm = Character:WaitForChild("RightLowerArm",10)
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart",10)
local Head = Character:WaitForChild("Head",10)
local RightHand = Character:WaitForChild("RightHand",10)
local RightLowerLeg = Character:WaitForChild("RightLowerLeg",10)
local LeftHand = Character:WaitForChild("LeftHand",10)
local LeftLowerArm = Character:WaitForChild("LeftLowerArm",10)
local MOTOR6D_RightAnkle = RightFoot:WaitForChild("RightAnkle",10)
local PART0_RightAnkle = RightLowerLeg
local PART1_RightAnkle = RightFoot
local A0_RightAnkle = PART0_RightAnkle["RightAnkleRigAttachment"] or PART0_RightAnkle["RightAnkleAttachment"]
local A1_RightAnkle = PART1_RightAnkle["RightAnkleRigAttachment"] or PART1_RightAnkle["RightAnkleAttachment"]
local MOTOR6D_RightHip = RightUpperLeg:WaitForChild("RightHip",10)
local PART0_RightHip = LowerTorso
local PART1_RightHip = RightUpperLeg
local A0_RightHip = PART0_RightHip["RightHipRigAttachment"] or PART0_RightHip["RightHipAttachment"]
local A1_RightHip = PART1_RightHip["RightHipRigAttachment"] or PART1_RightHip["RightHipAttachment"]
local MOTOR6D_LeftAnkle = LeftFoot:WaitForChild("LeftAnkle",10)
local PART0_LeftAnkle = LeftLowerLeg
local PART1_LeftAnkle = LeftFoot
local A0_LeftAnkle = PART0_LeftAnkle["LeftAnkleRigAttachment"] or PART0_LeftAnkle["LeftAnkleAttachment"]
local A1_LeftAnkle = PART1_LeftAnkle["LeftAnkleRigAttachment"] or PART1_LeftAnkle["LeftAnkleAttachment"]
local MOTOR6D_LeftHip = LeftUpperLeg:WaitForChild("LeftHip",10)
local PART0_LeftHip = LowerTorso
local PART1_LeftHip = LeftUpperLeg
local A0_LeftHip = PART0_LeftHip["LeftHipRigAttachment"] or PART0_LeftHip["LeftHipAttachment"]
local A1_LeftHip = PART1_LeftHip["LeftHipRigAttachment"] or PART1_LeftHip["LeftHipAttachment"]
local MOTOR6D_LeftShoulder = LeftUpperArm:WaitForChild("LeftShoulder",10)
local PART0_LeftShoulder = UpperTorso
local PART1_LeftShoulder = LeftUpperArm
local A0_LeftShoulder = PART0_LeftShoulder["LeftShoulderRigAttachment"] or PART0_LeftShoulder["LeftShoulderAttachment"]
local A1_LeftShoulder = PART1_LeftShoulder["LeftShoulderRigAttachment"] or PART1_LeftShoulder["LeftShoulderAttachment"]
local MOTOR6D_RightShoulder = RightUpperArm:WaitForChild("RightShoulder",10)
local PART0_RightShoulder = UpperTorso
local PART1_RightShoulder = RightUpperArm
local A0_RightShoulder = PART0_RightShoulder["RightShoulderRigAttachment"] or PART0_RightShoulder["RightShoulderAttachment"]
local A1_RightShoulder = PART1_RightShoulder["RightShoulderRigAttachment"] or PART1_RightShoulder["RightShoulderAttachment"]
local MOTOR6D_Waist = UpperTorso:WaitForChild("Waist",10)
local PART0_Waist = LowerTorso
local PART1_Waist = UpperTorso
local A0_Waist = PART0_Waist["WaistRigAttachment"] or PART0_Waist["WaistAttachment"]
local A1_Waist = PART1_Waist["WaistRigAttachment"] or PART1_Waist["WaistAttachment"]
local MOTOR6D_LeftKnee = LeftLowerLeg:WaitForChild("LeftKnee",10)
local PART0_LeftKnee = LeftUpperLeg
local PART1_LeftKnee = LeftLowerLeg
local A0_LeftKnee = PART0_LeftKnee["LeftKneeRigAttachment"] or PART0_LeftKnee["LeftKneeAttachment"]
local A1_LeftKnee = PART1_LeftKnee["LeftKneeRigAttachment"] or PART1_LeftKnee["LeftKneeAttachment"]
local MOTOR6D_Root = LowerTorso:WaitForChild("Root",10)
local PART0_Root = HumanoidRootPart
local PART1_Root = LowerTorso
local A0_Root = PART0_Root["RootRigAttachment"] or PART0_Root["RootAttachment"]
local A1_Root = PART1_Root["RootRigAttachment"] or PART1_Root["RootAttachment"]
local MOTOR6D_RightElbow = RightLowerArm:WaitForChild("RightElbow",10)
local PART0_RightElbow = RightUpperArm
local PART1_RightElbow = RightLowerArm
local A0_RightElbow = PART0_RightElbow["RightElbowRigAttachment"] or PART0_RightElbow["RightElbowAttachment"]
local A1_RightElbow = PART1_RightElbow["RightElbowRigAttachment"] or PART1_RightElbow["RightElbowAttachment"]
local MOTOR6D_Neck = Head:WaitForChild("Neck",10)
local PART0_Neck = UpperTorso
local PART1_Neck = Head
local A0_Neck = PART0_Neck["NeckRigAttachment"] or PART0_Neck["NeckAttachment"]
local A1_Neck = PART1_Neck["NeckRigAttachment"] or PART1_Neck["NeckAttachment"]
local MOTOR6D_RightWrist = RightHand:WaitForChild("RightWrist",10)
local PART0_RightWrist = RightLowerArm
local PART1_RightWrist = RightHand
local A0_RightWrist = PART0_RightWrist["RightWristRigAttachment"] or PART0_RightWrist["RightWristAttachment"]
local A1_RightWrist = PART1_RightWrist["RightWristRigAttachment"] or PART1_RightWrist["RightWristAttachment"]
local MOTOR6D_RightKnee = RightLowerLeg:WaitForChild("RightKnee",10)
local PART0_RightKnee = RightUpperLeg
local PART1_RightKnee = RightLowerLeg
local A0_RightKnee = PART0_RightKnee["RightKneeRigAttachment"] or PART0_RightKnee["RightKneeAttachment"]
local A1_RightKnee = PART1_RightKnee["RightKneeRigAttachment"] or PART1_RightKnee["RightKneeAttachment"]
local MOTOR6D_LeftWrist = LeftHand:WaitForChild("LeftWrist",10)
local PART0_LeftWrist = LeftLowerArm
local PART1_LeftWrist = LeftHand
local A0_LeftWrist = PART0_LeftWrist["LeftWristRigAttachment"] or PART0_LeftWrist["LeftWristAttachment"]
local A1_LeftWrist = PART1_LeftWrist["LeftWristRigAttachment"] or PART1_LeftWrist["LeftWristAttachment"]
local MOTOR6D_LeftElbow = LeftLowerArm:WaitForChild("LeftElbow",10)
local PART0_LeftElbow = LeftUpperArm
local PART1_LeftElbow = LeftLowerArm
local A0_LeftElbow = PART0_LeftElbow["LeftElbowRigAttachment"] or PART0_LeftElbow["LeftElbowAttachment"]
local A1_LeftElbow = PART1_LeftElbow["LeftElbowRigAttachment"] or PART1_LeftElbow["LeftElbowAttachment"]
local SOCKET_RightAnkle = Character:FindFirstChild("RightAnkle")
if not SOCKET_RightAnkle then
SOCKET_RightAnkle = Instance.new("BallSocketConstraint",Character)
SOCKET_RightAnkle.Name = "RightAnkle"
end
SOCKET_RightAnkle.Attachment0 = A0_RightAnkle
SOCKET_RightAnkle.Attachment1 = A1_RightAnkle
SOCKET_RightAnkle.LimitsEnabled = true
SOCKET_RightAnkle.TwistLimitsEnabled = true
local SOCKET_RightHip = Character:FindFirstChild("RightHip")
if not SOCKET_RightHip then
SOCKET_RightHip =Instance.new("BallSocketConstraint",Character)
SOCKET_RightHip.Name = "RightHip"
end
SOCKET_RightHip.Attachment0 = A0_RightHip
SOCKET_RightHip.Attachment1 = A1_RightHip
SOCKET_RightHip.LimitsEnabled = true
SOCKET_RightHip.TwistLimitsEnabled = true
local SOCKET_LeftAnkle = Character:FindFirstChild("LeftAnkle")
if not SOCKET_LeftAnkle then
SOCKET_LeftAnkle = Instance.new("BallSocketConstraint",Character)
SOCKET_LeftAnkle.Name = "LeftAnkle"
end
SOCKET_LeftAnkle.Attachment0 = A0_LeftAnkle
SOCKET_LeftAnkle.Attachment1 = A1_LeftAnkle
SOCKET_LeftAnkle.LimitsEnabled = true
SOCKET_LeftAnkle.TwistLimitsEnabled = true
local SOCKET_LeftHip = Character:FindFirstChild("LeftHip")
if not SOCKET_LeftHip then
SOCKET_LeftHip = Instance.new("BallSocketConstraint",Character)
SOCKET_LeftHip.Name = "LeftHip"
end
SOCKET_LeftHip.Attachment0 = A0_LeftHip
SOCKET_LeftHip.Attachment1 = A1_LeftHip
SOCKET_LeftHip.LimitsEnabled = true
SOCKET_LeftHip.TwistLimitsEnabled = true
local SOCKET_LeftShoulder = Character:FindFirstChild("LeftShoulder")
if not SOCKET_LeftShoulder then
SOCKET_LeftShoulder = Instance.new("BallSocketConstraint",Character)
SOCKET_LeftShoulder.Name = "LeftShoulder"
end
SOCKET_LeftShoulder.Attachment0 = A0_LeftShoulder
SOCKET_LeftShoulder.Attachment1 = A1_LeftShoulder
SOCKET_LeftShoulder.LimitsEnabled = true
SOCKET_LeftShoulder.TwistLimitsEnabled = true
local SOCKET_RightShoulder = Character:FindFirstChild("RightShoulder")
if not SOCKET_RightShoulder then
SOCKET_RightShoulder = Instance.new("BallSocketConstraint",Character)
SOCKET_RightShoulder.Name = "RightShoulder"
end
SOCKET_RightShoulder.Attachment0 = A0_RightShoulder
SOCKET_RightShoulder.Attachment1 = A1_RightShoulder
SOCKET_RightShoulder.LimitsEnabled = true
SOCKET_RightShoulder.TwistLimitsEnabled = true
local SOCKET_Waist = Character:FindFirstChild("Waist")
if not SOCKET_Waist then
SOCKET_Waist = Instance.new("BallSocketConstraint",Character)
SOCKET_Waist.Name = "Waist"
end
SOCKET_Waist.Attachment0 = A0_Waist
SOCKET_Waist.Attachment1 = A1_Waist
SOCKET_Waist.LimitsEnabled = true
SOCKET_Waist.TwistLimitsEnabled = true
local SOCKET_LeftKnee = Character:FindFirstChild("LeftKnee")
if not SOCKET_LeftKnee then
SOCKET_LeftKnee = Instance.new("BallSocketConstraint",Character)
SOCKET_LeftKnee.Name = "LeftKnee"
end
SOCKET_LeftKnee.Attachment0 = A0_LeftKnee
SOCKET_LeftKnee.Attachment1 = A1_LeftKnee
SOCKET_LeftKnee.LimitsEnabled = true
SOCKET_LeftKnee.TwistLimitsEnabled = true
local SOCKET_Root = Character:FindFirstChild("Root")
if not SOCKET_Root then
SOCKET_Root = Instance.new("BallSocketConstraint",Character)
SOCKET_Root.Name = "Root"
end
SOCKET_Root.Attachment0 = A0_Root
SOCKET_Root.Attachment1 = A1_Root
SOCKET_Root.LimitsEnabled = true
SOCKET_Root.TwistLimitsEnabled = true
local SOCKET_RightElbow = Character:FindFirstChild("RightElbow")
if not SOCKET_RightElbow then
SOCKET_RightElbow = Instance.new("BallSocketConstraint",Character)
SOCKET_RightElbow.Name = "RightElbow"
end
SOCKET_RightElbow.Attachment0 = A0_RightElbow
SOCKET_RightElbow.Attachment1 = A1_RightElbow
SOCKET_RightElbow.LimitsEnabled = true
SOCKET_RightElbow.TwistLimitsEnabled = true
local SOCKET_Neck = Character:FindFirstChild("Neck")
if not SOCKET_Neck then
SOCKET_Neck = Instance.new("BallSocketConstraint",Character)
SOCKET_Neck.Name = "Neck"
end
SOCKET_Neck.Attachment0 = A0_Neck
SOCKET_Neck.Attachment1 = A1_Neck
SOCKET_Neck.LimitsEnabled = true
SOCKET_Neck.TwistLimitsEnabled = true
local SOCKET_RightWrist = Character:FindFirstChild("RightWrist")
if not SOCKET_RightWrist then
SOCKET_RightWrist = Instance.new("BallSocketConstraint",Character)
SOCKET_RightWrist.Name = "RightWrist"
end
SOCKET_RightWrist.Attachment0 = A0_RightWrist
SOCKET_RightWrist.Attachment1 = A1_RightWrist
SOCKET_RightWrist.LimitsEnabled = true
SOCKET_RightWrist.TwistLimitsEnabled = true
local SOCKET_RightKnee = Character:FindFirstChild("RightKnee")
if not SOCKET_RightKnee then
SOCKET_RightKnee = Instance.new("BallSocketConstraint",Character)
SOCKET_RightKnee.Name = "RightKnee"
end
SOCKET_RightKnee.Attachment0 = A0_RightKnee
SOCKET_RightKnee.Attachment1 = A1_RightKnee
SOCKET_RightKnee.LimitsEnabled = true
SOCKET_RightKnee.TwistLimitsEnabled = true
local SOCKET_LeftWrist = Character:FindFirstChild("LeftWrist")
if not SOCKET_LeftWrist then
SOCKET_LeftWrist = Instance.new("BallSocketConstraint",Character)
SOCKET_LeftWrist.Name = "LeftWrist"
end
SOCKET_LeftWrist.Attachment0 = A0_LeftWrist
SOCKET_LeftWrist.Attachment1 = A1_LeftWrist
SOCKET_LeftWrist.LimitsEnabled = true
SOCKET_LeftWrist.TwistLimitsEnabled = true
local SOCKET_LeftElbow = Character:FindFirstChild("LeftElbow")
if not SOCKET_LeftElbow then
SOCKET_LeftElbow = Instance.new("BallSocketConstraint",Character)
SOCKET_LeftElbow.Name = "LeftElbow"
end
SOCKET_LeftElbow.Attachment0 = A0_LeftElbow
SOCKET_LeftElbow.Attachment1 = A1_LeftElbow
SOCKET_LeftElbow.LimitsEnabled = true
SOCKET_LeftElbow.TwistLimitsEnabled = true
Humanoid.Died:Connect(function()
MOTOR6D_RightAnkle:Destroy()
MOTOR6D_RightHip:Destroy()
MOTOR6D_LeftAnkle:Destroy()
MOTOR6D_LeftHip:Destroy()
MOTOR6D_LeftShoulder:Destroy()
MOTOR6D_RightShoulder:Destroy()
MOTOR6D_Waist:Destroy()
MOTOR6D_LeftKnee:Destroy()
MOTOR6D_Root:Destroy()
MOTOR6D_RightElbow:Destroy()
MOTOR6D_Neck:Destroy()
MOTOR6D_RightWrist:Destroy()
MOTOR6D_RightKnee:Destroy()
MOTOR6D_LeftWrist:Destroy()
MOTOR6D_LeftElbow:Destroy()
end)
for _, Descendant in pairs(Character:GetDescendants()) do
if (Descendant:IsA("BasePart") or Descendant:IsA("Decal")) and Descendant.Transparency ~= 1 then
Humanoid.Died:Connect(function()
local fade = TS:Create(Descendant,TweenInfo.new(1),{Transparency = .9})
fade:Play()
end)
end
end
end
Now if there’s a less lengthy simplified way to check from server if all descendants have loaded in Character Model on clients that would be great. Anyways, I was under the assumption that when CharacterAdded
fires that meant the character model had loaded but in truth it seems it means the character is loading… 
*Edit -
simplified
modulescript
m = {}
function m.FadingRagdoll(Character)
local Humanoid = Character:WaitForChild("Humanoid",10)
Humanoid.BreakJointsOnDeath = false
local parts = {
"RightFoot",
"RightUpperLeg",
"LeftFoot",
"LeftUpperLeg",
"LeftUpperArm",
"RightUpperArm",
"UpperTorso",
"LeftLowerLeg",
"LowerTorso",
"RightLowerArm",
"HumanoidRootPart",
"Head",
"RightHand",
"RightLowerLeg",
"LeftHand",
"LeftLowerArm"
}
for _,part in pairs(parts) do
Character:WaitForChild(part,10)
end
for _, D in pairs(Character:GetDescendants())do
if (D:IsA("BasePart") or D:IsA("Decal")) and D.Transparency ~= 1 then
Humanoid.Died:Connect(function()
local fade = TS:Create(D,TweenInfo.new(1),{Transparency = .9})
fade:Play()
end)
end
if D:IsA("Motor6D") then
local socket = Character:FindFirstChild(D.Name)
if not socket then
socket = Instance.new("BallSocketConstraint",Character)
socket.Name = D.Name
end
socket.Attachment0 = D.Part0[D.Name.."RigAttachment"] or D.Part0[D.Name.."Attachment"]
socket.Attachment1 = D.Part1[D.Name.."RigAttachment"] or D.Part1[D.Name.."Attachment"]
socket.LimitsEnabled = true
socket.TwistLimitsEnabled = true
Humanoid.Died:Connect(function()
D:Destroy()
end)
end
end
end
return m
serverscript (players can see players ragdoll)
local MS = require(game:GetService("ReplicatedStorage").ModuleScript)
game:GetService("Players").PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(MS.FadingRagdoll)
end)
localscript (client/player see their char ragdoll)
local MS = require(game:GetService("ReplicatedStorage").ModuleScript)
game:GetService("Players").LocalPlayer.CharacterAdded:Connect(MS.FadingRagdoll)