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If it modifies your colonists (add traits, changes artwork, etc.) then it's more complicated. You'll pretty much have to edit your save game to remove all of those changes. Same thing if it does things like add new factions to the world, you'll have to edit those out of the save game.
The same way you would remove your own liver.
You *could* go through an absurd amount of pain, effort and expense.
But realistically, even if you do manage it, you will have a sick patient afterwards. Most likely a dead patient.
Just ripping it out, which is what you have tried sofar, is incredibly painful and almost certain to kill the patient.
If the mod adds/changes factions, events, body parts, Jobs, add specialized work orders, anything created on "world generation" that isn't just an object on the map, and such fundamental things, you can't really just remove it. (Hand editing excepted, but nobody is going to try to do that to a saved game file unless there's something... strange about that person. :))
Mods that you can likely safely remove are generally simple mods that add buildables, add/change crafting benches, change or override stats, add/change graphics (as long as those are not part of a non-vanilla body part), etc. The way to do that is fairly simple - Remove all such things in-game by deleting them. Reset all the Jobs and Work orders, draft all colonists, release them, be sure they don't start throwing errors looking for a work-order or job that is no longer present, make sure no crafting benches have a current non-vanilla order in que, etc... Then, uncheck the mod and restart without it. Not guarranteed, but it's the best way to go about at least trying to remove what a mod has added. (Using devmode to delete is possible, too, but it may be unnecessarily destructive. Use normal game functions, first, and use devmode to remove the sticky stuff if necessary.)
Mods that are really big and change a lot of things aren't generally meant to meet the qualifications of easy removal.
Since it appears that mod adds/changes factions and some deep mechanics in that respect, it's not likely you can just "remove it."
Note: The mod creator might issue a patch or there may be instructions and patches for other mods. Check the mod's page and check other mods to see if they have patches where known conflicts may exist. (I see you've at least posted there. Try their Discord. Also, if you can list the errors it's throwing (check your log) that may help narrow down where the conflict is. If you recognize a mod in those errors, check that mod's page too.)