Sooo, first thing I’d like to state is that this script is partially done by me, on an attempt to remake those morph-button models out there in Studio’s toolbox but using ReplicatedStorage and userIds, the main issue is, my script doesnt fire any output error or stack for any missing variable, yet still it won’t change my character’s appearance.
Example of my character’s appearance upon testing this script, which is the only one in my place currently. There is also no StarterCharacter or any other character override properties enabled.
Output while testing is empty.
This is the character model put under a Folder called “Morphs” under ReplicatedStorage section.![]()
local Players = game:GetService("Players")
local NameTag = script:WaitForChild("NameTag")
Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
local humanoid = char:WaitForChild("Humanoid")
humanoid.NameDisplayDistance = 0
wait(1)
local tagClone = NameTag:Clone()
tagClone.Frame.n.Text = plr.Name
tagClone.Enabled = true
if plr.UserId == 10331 then
local newBody = game.ReplicatedStorage.Morphs.Saki.Torso:Clone()
local PARTS = newBody:GetChildren()
for i=1, #PARTS do
if PARTS[i].className == "UnionOperation"or PARTS[i].className == "Part"or PARTS[i].className == "MeshPart" then
local weld = Instance.new("Weld")
weld.Part0 = plr.Character.Torso
weld.Part1 = PARTS[i]
--miss
weld.Parent = PARTS[i]
plr.Character.Torso.Transparency = 1
plr.Character.Head.Transparency = 1
plr.Character["Left Arm"].Transparency = 1
plr.Character["Right Arm"].Transparency = 1
plr.Character["Left Leg"].Transparency = 1
plr.Character["Right Leg"].Transparency = 1
end
--pain
local h = newBody:GetChildren()
for i = 1, # h do
h[i].Anchored = false
h[i].CanCollide = false
end
local d = plr.Character:GetChildren()
for i=1, #d do
if (d[i].className == "Accoutrement"or d[i].className == "Decal") then
d[i]:destroy()
end
end
return true
end
end
end)
end)
I am 100% sure it is probably any silly mistake by my side but hopefully anyone can clear my mind with this current problem.