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Your issue here seems to be that your mesh has been moved off-center in the worldspace.
Depending on what has happened, you may be able to fix this by resetting the sliders in Tool > Geometry > Position to 0
If you have no demands on the objects scale from other programs (doesn’t need to match dimensions someplace else), you can also fix this by using Tool > Deformation >Unify.
If you have multiple subtools, you can use the Tool > Deformation > Repeat to Other command to repeat this across all subtools, but it may result in variances in scale across the subtools. To avoid this you would need first merge the subtools before re-centering, or use Transpose Master.
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To add to the above, if you have not corrected the rotational problem from earlier in the thread, your mesh may be out of rotation still as well, and unifying the scale/re-centering will not fix this issue.
It may be at this point that your tool is so out of whack for whatever reason, it will be impossible to simply move back into symmetry. If you cannot Undo your way out of this problem, or restore an earlier file, you will have to force mirror the symmetry.
To do this, switch on all three planes of the floor grid as a visual aid, and move the mesh as close to the center line as possible. If it is out of rotation, rotate the mesh back into position as well as you can. Then, use Tool > Geometry > Modify Topology > Mirror and Weld along the appropriate axis (typically X for a character mesh).
This may result in some seam issues along the middle in the resulting mesh that will need to be smoothed out. The more closely the mesh can be eyeballed into position, the better.