If you look into : C:\...\Cyberpunk 2077\tools\redmod\scripts\cyberpunk\UI\mappins\minimapMappins.script You will see one things that can cause 'default control path does not return a value' anomaly : ';' after 'case EAIAttitude.AIA_Neutral:' Removing this semi-column remove these 2 lines.
switch( attitude )
{
case EAIAttitude.AIA_Hostile:
case EAIAttitude.AIA_Neutral:
if( m_isSquadInCombat )
{
return 'Hostile';
}
else if( canSeePlayer )
{
return 'Detecting';
}
else if( m_isAggressive )
{
return 'Neutral_Aggressive';
}
else
{
return 'Neutral';
}
case EAIAttitude.AIA_Friendly:
return 'Friendly';
default:
return 'Civilian';
}
But, all lines about unknown opcode are still there. About this, error message "Unknown opcode" indicates that the redmod.exe compiler encountered an operation or instruction that it does not recognize or support.Each programming language and compiler has its own set of instructions (opcodes) that it can understand and process.When the compiler encounters an unknown opcode, it means that it has come across a command that it cannot interpret or execute. In our case, the error message indicates that the redmod.exe compiler encountered several unknown opcodes, such as `SyntaxFloatConst`, `SyntaxArrayPopBack`, `SyntaxConstructor`, and `SyntaxBoolConst`.These opcodes seem to be specific to the internal workings of the redmod.exe compiler or the scripts it is trying to compile.This could be due to a variety of reasons, including: 1. Incompatibility between the script code and the version of redmod.exe being used.2. Errors or issues within the script files being compiled.3. Corruption or incorrect setup of the redmod.exe compiler. But without any advanced debug about where it happened we are back to square one. P.S : Has @shadeofdoom suggested not using any redmod mod is the safest 'fix' at the moment.