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Informar de un error de traducción
https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/tool_settings/symmetry.html
https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/naming.html#armature-editing-naming-conventions
Or do it like this (not sure it still works in 3.4):
https://www.youtube.com/watch?v=aIK1jjmupG8
If it helps, the model is an MDL file - a model for Source FilmMaker.
You have yours somewhere in the middle.
Edit: Or in your case bip_hip_twist2_L (or .L or ...)
I am not sure what you now did. Usually you don't use a mirror modifier at all and use the "Vertex Group X" checkmark for the left-right bone symmetries while weight painting.
Initially I tried to weight paint with X symmetry on, but it wasn't working correctly for me (I guess due to porr bone naming), so I decided to paint the sides separately. Not the most rational decision, I know :\
You could try this plugin to apply the modifier while keeping the shape keys but no guarantees it will work or help with your specific issue (better back up your blend file before trying):
https://github.com/smokejohn/SKkeeper
Eventually I decided to brute-force it and simply painted the weights on the other side as close to the "correct" side as I could. And fortunately it worked well enough, so I guess the issue is resolved now.
P.S. That addon you linked was actually very handy when I had to apply a multires modifier. So thank you again.