Glad you got it to compile!
The best is to set your VPE_UNITY_SCRIPTS environment variable to point to your Unity project's asset folder (or any sub folder, I usually put them into Assets/Scripts). Like that, the right files are copied after every compilation.
The problem you have is that in order to compile, we need a reference to Unity's library. Since Unity is not installed on the same location on every machine (and there are different versions anyway), VPE ships with its own DLL, which will end up in the build folder as well. If you copy that, Unity is confused because a) it already has its own and b) it's probably a different version.
There is another subtlety, which is that we're using miniz to compress bitmaps, which is a native dependency, meaning there are two DLLs, one for 32 bits and a 64 bit version. If you copy the 32 bit version, Unity will complain.
All these issues can be avoided by setting the environment variable mentioned above (you'll need to restart Visual Studio, and probably Unity too if you've already copied the native DLLs).