ReplicatedStorage ID-Locked morphs not working?

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.
Example of my character upon running this script, which is the only existing one in my current test place
Output while testing is empty.


This is the character model put under a Folder called “Morphs” under ReplicatedStorage section. This is the character model put under a Folder called "Morphs" under ReplicatedStorage

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.