What sprunghunt suggested would work perfectly as I've got this setup with Larolaro (2 separate UDK installations). You wouldn't need to cook your packages/levels before transferring though. They work fine and you can still edit them with no problem :)
Dejawolf is right...no matter how many Dr. Phil wannabees are browsing this thread. She did something wrong, and is painting you out to be the asshole. That's blame transferal 101. Nut up or shut up. Go cheat on her with her best friend. :D
If you'd like to upload the scene, I could look at it. If you're baking with Maya's transfer maps, make sure the high and low poly have two different materials. Try unlocking the mesh normals and then applying the appropriate edge hardening( if any) and bake again.
When you reinstalled, did you remove the maya folder in Documents? if you remove that and restart maya, it will be forced to recreate it and could fix the problem. I had a similar issue (the brief flicker) with the transfer maps dialogue not opening and wiping my preferences fixed it.
Actually one of my creation computers is a laptop. :-P I hope this isnt some guy off craigslist? Might be stolen merchandise then. In either case make SURE that the warranty is transfered to you. Also check the price of comparable systems, alienware is usually overpriced as it is.
What do your "Advanced Options" look like in Transfer Maps ? I'm only seeing similar'ish artifacts if i use a search envelope of 0% and search method "inside envelope only". Setting it to "closest to envelope" fixes those, but maybe this is something different.
I'd say transpose like everyone else. I think when you import a new obj and transfer the detail like that, it's looking for the model to be in the same spot/pose. Perhaps GoZ would behave differently and actually take into account the limbs being moved?
You can Export to FBX (with the default autodesk preset), then re-import it. It will import with a skin modifier. Once you've done this you can use the SkinUtilities to transfer the weight back to the original model and biped. Look in the max help for instructions on how to use SkinUtilities.
Bear in mind the larger ssds also generate slower data transfer speeds if you look at the current benchmarks; anything over 256GB. I know the Fractal Design R4/5 are decent. I have the NZXT h630 silent tower and the temperatures are good
In my experience constraints don't transfer when going from Max to Maya, only to MotionBuilder. However, you are baking the motion so it should sill import correctly. You could try baking the animation in Maya to the skeleton, and re-exporting to FBX again.