Roblox ModuleScript Capabilities consistent error

hey all, i’ve been programming NPC managers for an upcoming Baldi-inspired game. the game uses its own framework, and does NOT rely on ANY free models, everything is written in-house by the group making the game.
i have tested some functionality for 1st Prize (a baldi’s basics character) and also a generic dialogue manager. however, very recently i have been receiving errors after requiring the modulescript from a serverscript, specifically a capability error reading:

i can reduce the amount of code to barely anything inside the modulescript but the error still prevails. i have also rearranged the entire structure of the framework inside ReplicatedStorage numerous times, and yet the same thing happens.
the code for the serverscript requiring the faulty modulescript:

local replicatedStorage = game:GetService("ReplicatedStorage")
local framework = replicatedStorage:WaitForChild("BMP_Framework")
local npcs = framework:WaitForChild("NonPlayerCharacters")

local character = require(replicatedStorage.BMP_Framework.NonPlayerCharacters.FirstPrize)
local dialogueManager = require(replicatedStorage.BMP_Framework.Interactions.DialogueManager)

local model = script.Parent
dialogueManager.Speak(model, character.Lines.FPR_Motor, character.Primary)

the modulescript in question:

local character = {}
-- sprite is handled by the client
-- 2.5d sprites mean it has to be client-sided
-- otherwise the server would clash with multiple clients
-- and that's bad :(

character.Primary = Color3.fromRGB(0, 223, 255)
character.Lines = {
    FPR_Motor = {
        id = "rbxassetid://77457620493782",
        transcript = "*Motor running*"
    }
}

return character

as displayed here, not much is going on in either of these scripts: which is why i’m so confused as to the root of the error.
i even tried referring to ChatGPT very briefly to see if it could help, but everything i tried (including changing SandboxedInstanceMode in workspace) still resulted in the same error. any help would be appreciated! many thanks in advance!

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What is wrong with free models?

Looks like a legit bug.. try this from the command bar..
Also do LocalScripts and Scripts if needed.

for _, v in game:QueryDescendants("ModuleScript") do
	v.Sandboxed = false
end

Source
Source

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nothing’s wrong with free models, just expected it to be a cause of “LoadUnownedAsset”, as i thought “unowned” implied that you didn’t create it: hence the (unneeded) explanation!
unfortunately, the code provided doesn’t work, as i still get the same error here! thanks for your help, however!

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turns out, the parent of the script (the character model) requiring the modulescript was the error. moving the script outside of the model caused no errors whatsoever. rebuilding the model the exact same as it was previously (albeit with a different name) seems to have been the only fix i’ve discovered. thank you for your help again!

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