I'm not sure if that would work... even if I remove the conflict-dependency on my side, since Platformer requires the original mod, then the original mod's scripts might still be active and cause an error, due to missing assets?
I suppose I can do some testing to see if that would allow it to work; I've never actually tried loading both mods simultaneously.
I do already have a migration script that renames all of the pre-existing assets (items, entities, technologies, etc), so if you want to try removing the conflict-dependency on your end, you can test if it works. I won't be able to test this myself until tomorrow evening (16 hours from now)