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The known way for (ragdoll physics) bone positions to mess up is if one changes a physics model between saves. It happens with any ragdoll (not just a TF2 ragdoll with improved physics override)
Try narrowing down the addon that changes the physics of your ragdolls
You rebind it in two ways:
1. In Ragdoll Mover's C menu, on the Misc. tab, there are two big buttons below tool update rate: one for Rotate toggle and one for Scale toggle. Click on the button for Rotate toggle to rebind it
2. Set it in the console via `ragdollmover_rotatebutton [NUMBER]`, where [NUMBER] (1, 4, 98, etc.) represents the key you want to bind it to. See this table [wiki.facepunch.com] for a list of valid key numbers
Where's the link with old version of ragdoll mover? Please
`lua_run PrintTable(hook.GetTable().PlayerSpawn)`
Copy and paste the blue text that shows up in your console into your comment when you reply. This'll help me intuit a potential addon conflict here
(To open the console, first load into a map and press the ~ button)
https://imgur.com/2lV4hUB
See my reply to seby5008 on Aug 19 @ 9:55am
If you have the arrow gizmos, you can only move the pelvis because it isn't parented to another physics bone ( check the Bone List in the C Menu and notice that the pelvis bone is not located underneath another bone with a "Brick" icon ). On the other hand, physics bones that are parented to another physics bone (e.g. the bip_spine_0 is parented to bip_pelvis) cannot be moved. You can only rotate them using the disc gizmos.
If you want to move them around with the arrow gizmos, use the Ragdoll Stretch and Ragdoll Weight tools