I'm not sure. I've never used Silo 2.
When using
texture object it still uses the model's UVs. If you need to set texture stages for use with shaders (such as diffuse with normal and specular) you can use different texture stages, such as:
load object "myObject.x", 1
load image "diffuse.png", 1
load image "normal.png", 2
load image "specular.png", 3
//TEXTURE OBJECT objID, textureStage, imageID
texture object 1, 0, 1
texture object 1, 1, 2
texture object 1, 2, 3
If you are wanting to use multiple images for one object, (like pic1.png for pants, pic2.png for shirt, pic3.png for head, etc.) then you'll likely run into an issue no matter what 3d modeling package/file extension you use. You could seperate the model into different parts for each texture, use a texture blend shader, or, your best option may be to get all the images into one image per model.
Not sure if this is what you mean, but hopefully it helps!
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